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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-04-04T12:21:42Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=1586552</id>
		<title>Fallout: New Vegas</title>
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		<updated>2023-06-26T20:05:03Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: every so often i come in and turn the page over like an old man &amp;quot;working&amp;quot; on his project car&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;
[[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, ''Dead Money'', revolves around a long-planned casino heist in the Sierra Madre, a famous casino locked since the Great War. ''Honest Hearts'' takes place in the post-War Zion National Park and, among other things, adds a new caliber to the game, .45 ACP. ''Old World Blues'' takes place at the scientific research facility Big Mountain or the Big MT. The final regular DLC, ''Lonesome Road'', 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, ''Gun Runners' Arsenal'', did not add any story content, but instead added a host of weapons to various vendors around the game. The sixth, ''Courier's Stash'', also did not add any new story content, nor technically any new content at all, but instead made the pre-order exclusive item packs available to everyone.&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]]. Director Joshua Sawyer, via his account on the now defunct Formspring (an archive of which can be found [https://rpgcodex.net/forums/threads/an-archive-of-josh-sawyers-formspring-from-april-2010-through-march-2013-over-1-mb-of-text.128571/ here]) has confirmed several details about the firearms the game's weapons are based on among the many questions he has answered.&lt;br /&gt;
&lt;br /&gt;
(*) indicates that the weapon was added in DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&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 Guns Manufacturers&amp;quot; according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. It weighs 1.5 pounds, lower than the 2.2 of the real thing. It's the most common gun in the game, standard issue to most factions like the NCR and given to the player by Doc Mitchell at the start of the game, unless the player rolled their stats into another skill beyond 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 and accuracy that benefits from its high capacity (and thus DPS against lightly/unarmored opponents) and 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;, based on the factory-engraved &amp;quot;Renaissance&amp;quot; model with grips painted with Our Lady of Guadalupe, is carried by Benny (voiced by Matthew Perry), which he uses to execute the Courier 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; challenge 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;
[[File:Browning HP West German Police.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FalloutNewVegasHi-Power.jpg|400px|thumb|none|The in-game model for the 9mm Pistol.]]&lt;br /&gt;
[[File: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;
[[File: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;
[[File:FalloutNV_2010-10-25_12-15-28-79.jpg|600px|thumb|none|The Courier aims his Hi-Power at the horizon.]]&lt;br /&gt;
[[File: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;
[[File:Fnvbhp-1.jpg|thumb|none|600px|The Courier pulls the slide on a jammed Hi-Power.]]&lt;br /&gt;
[[File:FalloutNVhipowerposter.jpg|600px|thumb|none|While wandering Camp McCarren, the Courier finds a NCR poster warning soldiers about sexually transmitted diseases that features an image of a Hi-Power, which appears to be a render of its in-game model. This poster is derived from [https://rarehistoricalphotos.com/wp-content/uploads/2022/03/american-propaganda-posters-world-war-two-46.webp a US World War II poster] proclaiming &amp;quot;VD is not Victory&amp;quot;, which featured an original [[M1911]] instead.]]&lt;br /&gt;
[[File:FONV Saint Mary's Pistol.jpg|thumb|none|400px|In-game model for the unique &amp;quot;Maria&amp;quot; variant.]]&lt;br /&gt;
[[File: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;
[[File: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. The base gun appears to have a 5&amp;quot; barrel, but can be modified with a 7.5&amp;quot; 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%. It weighs 2 pounds, which is appropriate for its initial barrel length, but is not affected by the barrel length upgrade. A Single Action Army also appears on the boxart and title screen, with slight differences due to these images being illustrations instead of using the game's 3D model.&lt;br /&gt;
&lt;br /&gt;
The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers and is one of the first revolvers and magnum caliber guns the player will get. Decent damage and accuracy tempered by middling returns on power and a slow reload as you'd expect from a gate loader.&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|400px|The in-game model of the normal &amp;quot;.357 Magnum Revolver&amp;quot;.]]&lt;br /&gt;
[[Image:FNV357 all mods.jpg|thumb|none|400px|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. Note 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|400px|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, and Old Ben in Freeside. 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. It weighs 3.5 pounds, rounded down from its real counterpart. Incorrectly, the Model 29 uses the Pip-Boy icon for the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', which does not appear in ''New Vegas''.&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 is carried by the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake, and can be acquired from him during the quest &amp;quot;Talent Pool&amp;quot;. The Mysterious Magnum has a faster fire rate, better accuracy, increased critical hit damage but a lower durability stat, but is still a very powerful and frankly stylish high level sidearm. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger. The Mysterious Magnum appears to have a blocked barrel (due to the bore on the default .44 Magnum being a texture) which can be seen when reloading it.&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:Fallout_New_Vegas44_magnum_revolver.jpg|thumb|none|400px|In-game model of the .44 Magnum Revolver.]]&lt;br /&gt;
[[Image:FNV 44 all mods.jpg|thumb|none|400px|The .44 fitted with a scope and &amp;quot;heavy frame&amp;quot;.]]&lt;br /&gt;
[[Image:MysteriousMagnum.jpg|thumb|none|400px|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 fictitious pistol chambered for the also fictitious 12.7mm round (the in-universe equivalent to .50 AE or .50 Beowulf). 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 a 50% ultra-chunky [[Hämmerli 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 standalone gun even closer to the ''Blade Runner'' weapon exists too. Its only modification is a suppressor. The pistol's grip also has a loose similarity to that of the Finnish [[Jatimatic]] submachine gun. 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 a high Strength and Guns skill to properly 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 when armor's a problem.&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;
[[Image:H280.jpg|thumb|350px|none|Hammerli 280 - .22 LR]]&lt;br /&gt;
[[File:BladeRunner1982Blaster01.jpg|thumb|350px|none|The LAPD 2019 Blaster from ''Blade Runner''.]]&lt;br /&gt;
[[File:JatimaticSMALL.JPG|thumb|450px|none|Jatimatic - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Fallout_1997_14mm_pistol.jpg|thumb|none|350px|The &amp;quot;14mm Pistol&amp;quot; from ''Fallout''.]]&lt;br /&gt;
[[Image:FalloutNewVegas_12mm_Pistol.jpg|thumb|none|400px|The in-game model of the 12.7mm Pistol. Note the small discoloured patch above the trigger; this is apparently the ejection port, although the layout of the pistol makes it unclear how that's exactly supposed to work.]]&lt;br /&gt;
[[Image:FNV12.7mm Silencer.jpg|thumb|none|400px|The 12.7mm Pistol fitted with a silencer. The gun is still quite loud even with it, but enemies treat it as being fully silent.]]&lt;br /&gt;
[[Image:Lil' Devil.jpg|thumb|none|400px|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. Aside from the whole 'no magwell' thing, of course.]]&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 a very common weapon, 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. It can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a reliable sidearm for the mid point of the game, with higher damage and DPS than the standard 9mm offerings alongside decent mods to keep it in the power band long enough to be useful.&lt;br /&gt;
&lt;br /&gt;
The pre-order bonus &amp;quot;Classic Pack&amp;quot;, also included in the ''Courier's Stash'' DLC, adds the &amp;quot;Weathered 10mm Pistol&amp;quot;; aside from the different skin, it features slightly higher damage and durability at the cost of not being a holdout weapon.&lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol.jpg|thumb|none|400px|In-game model for the N99 10mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol2.jpg|thumb|none|400px|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.]]&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 old magazine is also never removed at any point during the animation. 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|400px|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 [[(Blade Runner) - LAPD 2019 Blaster|LAPD 2019 Blaster]] from ''[[Blade Runner]]'' makes a return to the ''Fallout'' series. Called &amp;quot;That Gun&amp;quot; in-game, in reference to &amp;quot;That Gun from ''[[Fallout]]'' and ''[[Fallout 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 potent side-grade pistol for mid to high level players. Sure it's not fast firing, but 5.56 AP is very common and very effective for pesky Legionnaires. &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) to 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|400px|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|400px|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;
[[File:Ruger 2245 target.jpg|thumb|none|350px|Ruger 22/45 Target - .22 LR]]&lt;br /&gt;
[[Image:FalloutNewVegasSilenced22Pistol.jpg|thumb|none|400px|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. The markings on the weapon read &amp;quot;Silenced .22 Pistol&amp;quot; and &amp;quot;Use Only .22 Long Rifle Ammo&amp;quot;.]]&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;, and like some versions of the New Service, this revolver in-game chambers .357 Magnum. When fired, the Courier will cock the hammer after every shot, but firing the first round after drawing the weapon will be done so in double-action. The inclusion of this revolver is a reference to ''[[The Treasure of the Sierra Madre]]'', which was a major influence for the DLC alongside the Japanese suspense film ''[[Battle Royale]]''. &lt;br /&gt;
&lt;br /&gt;
The weapon is extremely useful in ''Dead Money'' due to its very high critical hit ratio, mostly for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The New Service can be found in surprising numbers around the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes. It weighs 3 pounds, which is significantly higher than its real weight of 2.3.&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;
[[File:Fnvnewservice-1.jpg|thumb|none|600px|The Courier holds a New Service after finding out that there was much more than he bargained for in that abandoned bunker.]]&lt;br /&gt;
[[File:Fnvnewservice-2.jpg|thumb|none|600px|Aiming the revolver; it has no rear sight and its roof is instead completely flat. Additionally, the actual point of impact is not the top of the front sight, but the bottom of it.]]&lt;br /&gt;
[[File:Fnvnewservice-3.jpg|thumb|none|600px|Discharging a round...]]&lt;br /&gt;
[[File:Fnvnewservice-4.jpg|thumb|none|600px|...and cocking the hammer; the hammer will stay cocked until the revolver is switched out for another weapon, upon which the gun will be decocked when it is pulled out again.]]&lt;br /&gt;
[[File:Fnvnewservice-5.jpg|thumb|none|600px|Opening the cylinder; this animation is reused from the Smith &amp;amp; Wesson M29, and as such has the cases fall out on their own and the Courier not use the cylinder release. It is also incorrectly depicted as reloadable with the hammer cocked.]]&lt;br /&gt;
[[File:Fnvnewservice-6.jpg|thumb|none|600px|Slamming in a speedloader, now with the rounds using the correct textures; the rounds still stay in the speedloader after it has been loaded, however. Despite the in-game gun chambering .357 Magnum, its cylinder and the speedloader used to reload it both contain the same .44 Magnum cartridges used for the Model 29. This is because the New Service's model reuses parts from the S&amp;amp;W M29 such as its cylinder and frame.]]&lt;br /&gt;
[[File:Fnvnewservice-7.jpg|thumb|none|600px|Flicking the New Service shut.]]&lt;br /&gt;
[[File:Fnvnewservice-8.jpg|thumb|none|600px|All that cylinder flicking comes back to bite the Courier in the rear when it jams in the Tampico; the procedure is the same as on the Model 29 and the .45-70 Hunting Revolver.]]&lt;br /&gt;
[[File:Fnvnewservice-9.jpg|thumb|none|600px|The Courier shows off his Police Pistol while decked out in Sierra Madre Security armour.]]&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 tap into your early .45-70 reserves, with high raw damage and a scope to let you select and delete heads with ease. &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, with a higher damage, rate of fire and even crit chance than the normal Hunting Revolver and with no scope to stop you from whipping this thing out.&lt;br /&gt;
[[File:BFR 45-70 1.jpg|350px|thumb|none|Magnum Research BFR - .45-70 Gov't]]&lt;br /&gt;
[[File:20101124025745!HuntingRevolver.jpg|400px|thumb|none|The standard Hunting Revolver. The position of its trigger implies that this is a single-action revolver, however, it fires in double-action in-game.]]&lt;br /&gt;
[[File:Hunting revolver 1 2.jpg|400px|thumb|none|The ''GRA'' version of 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;
[[File:FalloutNVHuntRev.jpg|thumb|none|600px|The Courier holds his BFR while outside of the Gun Runners.]]&lt;br /&gt;
[[File:FalloutNVHuntRev-2.jpg|thumb|none|600px|The Courier reloads his BFR, as .45-70 casings tumble out.]]&lt;br /&gt;
[[File:FalloutNVHuntRev-3.jpg|thumb|none|600px|The Courier fires his BFR. A rather small muzzle flash, considering the cartridge it chambers.]]&lt;br /&gt;
[[File:RangerSequoia.jpg|thumb|none|400px|The &amp;quot;Ranger Sequoia&amp;quot;. Compared to the standard BFR, this variant has an octagonal barrel.]]&lt;br /&gt;
[[File: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 ([[Keith Szarabajka]]) 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 &amp;quot;HD Slide&amp;quot; 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 the upgraded 3-dot sights are permanent on the default weapon in the final game. The M1911 used by Follows-Chalk still has the original iron sights, but it is normally unobtainable. The M1911A1 correctly holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
The M1911A1 is a powerful weapon, with damage in the semi-auto pistol department only beaten out by the 12.7mm Pistol and (illogically) vastly outperforming the 10mm Pistol; according to director Joshua Sawyer, the reason for this was to make it an intermediate pistol caliber between 10mm and 12.7mm, and to fit player expectations of &amp;quot;''[[Last Man Standing]]''-style .45s that throw guys 20' through the air&amp;quot;. 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 spent .45 casings. It weighs 1.5 pounds, quite light for a 1911 variant (for reference, an original M1911 weighs about 2.3). Follows-Chalk mentions that Joshua tells him the M1911A1's cartridge “Won the West”; this seems to be a misplaced reference to the .45 Long Colt, since both it and the .45 ACP (Automatic Colt Pistol) could be referred to simply as &amp;quot;.45 Colt&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Fallout New Vegas M1911A1 Original Iron-sights.jpg|400px|thumb|none|The original, otherwise unused iron sights, which can only be seen on Follows-Chalk's pistol.]]&lt;br /&gt;
[[File:FalloutNV1911.jpg|thumb|none|600px|The Courier holds his M1911A1 at some distant buildings.]]&lt;br /&gt;
[[File:FalloutNV1911-2.jpg|thumb|none|600px|The Courier reloads his M1911A1. The animations are reused from the 9mm pistol.]]&lt;br /&gt;
[[File:FalloutNV1911-3.jpg|thumb|none|600px|The Courier gives us a close up of his M1911A1.]]&lt;br /&gt;
[[File:ColtXSE.jpg|thumb|none|350px|Colt XSE 1911 - .45 ACP]]&lt;br /&gt;
[[File:FalloutNewVegas 1911.jpg|400px|thumb|none|Fully upgraded in-game model for the M1911A1 with the HD slide and suppressor.]]&lt;br /&gt;
[[File: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 ''Honest Hearts'' 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 (&amp;quot;καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει&amp;quot; on the right side and &amp;quot;και η σκοτια αυτο ου κατελαβεν&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Despite the decreased ammo capacity, A Light Shining in Darkness is in every other way superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage. Really the only negative is its guttersnipe sights and lack of a suppressor, but that didn't stop Joshua from using it.&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|The in-game model for A Light Shining in Darkness. The slide appears to be closer in length to the [[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 on the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Brescia Model 00*==&lt;br /&gt;
The ''Lonesome Road'' DLC adds an Italian WWII-era Brescia Model 00 (with features of the WWI-era Lanciarazzi Very), 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. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot; as a consequence, it is oddly classed as an energy weapon in-game. 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;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Brescia Model 00 flare pistol.jpg|thumb|350px|none|Brescia Model 00 - 1&amp;quot; flare]]&lt;br /&gt;
[[File:LanciarazziVeryFlarePistol.jpg|thumb|none|350px|Lanciarazzi Very - 26.9mm flare]]&lt;br /&gt;
[[File:FNV Flare Gun.jpg|thumb|none|400px|The in-game model of the Brescia. While there are some differences (with the hammer seemingly coming from the Very, and the trigger being a hybrid of the two), the dominant Brescia resemblance is still obvious - especially from the other side, as it is even marked correctly.]]&lt;br /&gt;
[[File:Fnvbrescia-1.jpg|thumb|none|600px|The Courier holds a Brescia while on top of a wrecked highway.]]&lt;br /&gt;
[[File:Fnvbrescia-2.jpg|thumb|none|600px|Aiming; the Flare Gun is one of the few projectile weapons that do not have true iron sights, instead just being centred ''[[Doom (VG)|Doom]]''-style with the crosshair as the actual point of aim.]]&lt;br /&gt;
[[File:Fnvbrescia-3.jpg|thumb|none|600px|Firing a flare at one of the support beams; this proves to be rather ineffective, as concrete beams cannot catch fire nor can they be scared away.]]&lt;br /&gt;
[[File:Fnvbrescia-4.jpg|thumb|none|600px|Opening the launcher and dumping out the spent flare...]]&lt;br /&gt;
[[File:Fnvbrescia-5.jpg|thumb|none|600px|...and loading in a fresh one. Note the somewhat strange way the Courier holds the flare; this is because all of its animations are reused from the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', and as such were designed with a speedloader in mind.]]&lt;br /&gt;
[[File:Fnvbrescia-6.jpg|thumb|none|600px|Flicking the Model 00 shut.]]&lt;br /&gt;
[[File:Fnvbrescia-7.jpg|thumb|none|600px|The Flare Gun jams; this has the Courier simply open and close the breech again.]]&lt;br /&gt;
[[File:Fnvbrescia-8.jpg|thumb|none|600px|The Courier aims the Flare Gun in third-person.]]&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|350px|Stainless Ruger GP100 - .357 Magnum]]&lt;br /&gt;
[[File:FNV Guns And Bullets.jpg|thumb|none|400px|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 [[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|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Fnvshansi-1.jpg|thumb|none|600px|The Courier looks at a Shansi imprisoned in Mick's stash, never to be used. Above it is one of the two &amp;quot;Infiltrators&amp;quot;, another ''Fallout 3'' weapon.]]&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]]'', and is again essentially a [[Browning M2HB]] receiver reversed and put into a package similar to the defunct [[Heckler &amp;amp; Koch SMG]] prototype, along with a pistol grip and trigger guard reminiscent 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 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 attached, greater damage, and a higher rate of fire. It is also an improved holdout weapon that can be carried into casinos (if the player's sneak skill is high enough) and is the only automatic holdout weapon available.&lt;br /&gt;
[[File:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:HK SMG II.jpg|thumb|none|450px|Heckler &amp;amp; Koch SMG II - 9x19mm]]&lt;br /&gt;
[[File:FalloutNewVegas10mm_SMG.jpg|thumb|none|500px|The in-game model for the 10mm SMG. Note the two selector switches pointing opposite directions above the pistol grip, a setup presumably based on the aforementioned Thompson; assuming that these markings are HK-style pictograms, the rear one (which would be rather awkward to operate) has one &amp;quot;safe&amp;quot; position and two &amp;quot;fire&amp;quot; ones (with the top one selected), while the front seemingly has 3-round burst, 4-round burst (selected), and a six-notch setting that presumably represents full-auto. While it could be argued that the rear selector offers safe, semi-auto, and a position that can be either burst or full-auto depending on the front switch's setting (akin to the dual-switch setup on the [[FAMAS F1]]), this idea is somewhat undermined by the two &amp;quot;fire&amp;quot; markings being completely identical.]]&lt;br /&gt;
[[File:10mm SMG with extended mag and recoil comp.jpg|thumb|none|500px|The 10mm SMG fitted with an extended magazine and a recoil compensator. It's not entirely clear how the latter attachment is actually attached, given that the weapon's muzzle (shown above, and seemingly based on the M2's buffer tube given its placement) is a smooth, tapered tube with no threads or notches; given its placement, it appears to be just ''barely'' attached at all, overlapping almost none of the barrel.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG.jpg|thumb|none|600px|The Courier holds his 10mm SMG.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG-2.jpg|thumb|none|600px|He then reloads it, wondering why it has what seems to be an unusable underfolding stock (which could never be unfolded with the magazine in place). After swapping mags, the Courier then &amp;quot;pulls&amp;quot; the weapon's charging handle; the handle doesn't actually move, presumably because it's placed all the way at the end of its slot - since the receiver was modeled off of a Browning M2 with the bolt forward, its reversal puts the bolt all the way back, with no space for it to be pulled further.]]&lt;br /&gt;
[[File: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;
[[File:FalloutNewVegasSleepytyme.jpg|thumb|none|500px|The in-game model for the unique suppressed 10mm SMG &amp;quot;Sleepytyme&amp;quot;. Its suppressor partly clips through the bracket at the muzzle.]]&lt;br /&gt;
[[File: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 has a heavily shortened barrel and 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 due to low damage and the thin 30 rounder mags.&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 fictitious 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. Vance's 9mm SMG comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like a majority of 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. Increased damage, hit probability and the weird in-between rate of fire so you can spray wildly and actually hit what you're aiming at, a perfect way to spend your 9mm stocks late game.&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. Should you find enough nails in either The Divide or the Mojave, keep them for this. Sure it's not as powerful as either of its original versions, but the double damage to limbs makes this an entertaining way to stop an annoying enemy from shooting you.&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 9mm SMG.]]&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|500px|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. In-game, it uses 180-round magazines which can be replaced with a larger pan magazine that holds 240 rounds, both of which are not available for the gun's real life counterpart. The American 180 can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. In-game, the gun is incorrectly depicted as closed-bolt with a reciprocating charging handle.&lt;br /&gt;
&lt;br /&gt;
Rare, yes as is having even close to enough ammo to even commit to a reload, but the gun is a raucous little riot in the right set of extremely specific circumstances. Full auto .22 HP on low armored enemies makes this a strange but incredibly entertaining bee dispenser.&lt;br /&gt;
[[File:American-180.jpg|thumb|450px|none|American-180 - .22 LR]]&lt;br /&gt;
[[File:Silenced22SMG.jpg|500px|thumb|none|The .22 Submachine Gun in all its glory.]]&lt;br /&gt;
[[File:NewVegasAM180expmag.jpg|500px|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;
[[File:FalloutNVAmerican180.jpg|thumb|none|600px|The Courier holds his recently purchased American-180.]]&lt;br /&gt;
[[File:FalloutNVAmerican180-2.jpg|thumb|none|600px|The Courier checks his American-180's sights, which lacks a front sight.]]&lt;br /&gt;
[[File:FalloutNVAmerican180-3.jpg|thumb|none|600px|The Courier reloads his American-180.]]&lt;br /&gt;
[[File:FalloutNVAmerican180-4.jpg|thumb|none|600px|A good shot of the American-180.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Submachine 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. &lt;br /&gt;
&lt;br /&gt;
The RCW is a fairly common energy weapon, used by Fiends, Brotherhood of Steel scribes, and members of the Bright Brotherhood found scattered across the waste or at REPCONN. Using the somewhat uncommon ECP packs and allowing for a recycler to maximize its charge, the RCW is a proto-Gatling Laser and a good high ROF weapon for an early to mid game Energy Weapons build that lets you ditch a Recharger Rifle and have something to panic spray middling damage at.&lt;br /&gt;
&lt;br /&gt;
Though not usable, normal M1928s appear on the cover for the &amp;quot;Milsurp Review&amp;quot; skill magazine, which temporarily raises the player's Guns skill by 10.&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW.jpg|thumb|none|500px|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 are rather more M1A1-like.]]&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;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum - .45 ACP]]&lt;br /&gt;
[[File:Fnvm1928-1.jpg|thumb|none|500px|The &amp;quot;Milsurp Review&amp;quot; skill magazine, featuring several M1928s; the one on the far right appears to be an M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson*===&lt;br /&gt;
The [[M1A1 Thompson]] appears as the &amp;quot;.45 Auto Submachine Gun&amp;quot;, introduced in the ''Honest Hearts'' 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. &lt;br /&gt;
&lt;br /&gt;
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, but tempered by poor accuracy, a heavy weight (11 pounds, about the weight of a fully loaded M1A1) and the rarity of it's ammo at first. With a decent stash of .45 and the Grunt perk, you have a solid contender for an end-game SMG. &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. Its stock more closely resembles that from the M1928 Thompson, and the barrel is finned like an earler '28.]]&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 in third-person. Note the closed bolt.]]&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 ''Honest Hearts'', and both high-level marked men and Ulysses in ''Lonesome Road''; 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 Runners' 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 - 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|500px|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 [[Colt Model 733]] appears as the &amp;quot;Assault Carbine&amp;quot;. It is chambered for the fictional 5mm round (also used by the Minigun) and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default (although the magazine itself is modelled after a 20-round one), but can be upgraded with a 30-round magazine. It, along with the other AR-15 derivatives below, lacks a charging handle on the rear of the carry handle, 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. &lt;br /&gt;
&lt;br /&gt;
The Assault Carbine is a good armor breaker, allowing an easily aimed usage of 5mm ammo than the Minigun tempered by its still ridiculously fast fire rate. 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, a &amp;quot;light bolt&amp;quot; which increases rate of fire, and an extended magazine which raises its capacity to 30 rounds.&lt;br /&gt;
[[Image:Colt Model 733.jpg|thumb|none|450px|Colt Model 733 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegas_assault_carbine.jpg|thumb|none|500px|In-game model of the Assault Carbine.]]&lt;br /&gt;
[[File:Fnv733-1.jpg|thumb|none|500px|The ''GRA'' variant with all of its mods; the &amp;quot;light bolt&amp;quot; does not change the weapon's appearance.]]&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 (which opens in the complete opposite direction) is supposed to close with it in place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[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 Marksman Carbine is a somewhat uncommon weapon, with a few being located in Vault 34 and is purchasable from the Vendortron and Knight Torres in the Hidden Valley Bunker; it will, however, be frequently used by Legion assassins at high levels. It only holds 20 rounds, even though it is modelled with a 30-round magazine. The Marksman Carbine is a powerful carbine with some of the spicier 5.56 variants like HP or AP, capped mostly by how middling the damage is for 5.56 in-game.&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 (although it tends to glitch and not show properly). 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 ''Gun Runner's Arsenal'' 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 with M68 Aimpoint sight, Surefire M900 weaponlight foregrip, and M468 SIR style handguard - 5.56x45mm NATO]]&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;.]]&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;. Note that the insignia is missing here; the image that is shown in its place is the weapon's texture sheet.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 715/Diemaco C7==&lt;br /&gt;
A [[Diemaco C7/Colt Model 715]] with [[M16A1]]-styled wood furniture (''Fallout'''s world ran out of oil long ago) appears as the &amp;quot;Service Rifle&amp;quot;. The prescence of a round forward assist button and M16A1E1 shell deflector pin it as a C7/Model 715.  While rarely seen due to the weapon's high durability and low jam rate even at poor condition, 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. &lt;br /&gt;
&lt;br /&gt;
It's a terrifically average rifle that allows a phase-out of the Varmint Rifle as the player's 5.56 caliber rifle, with better stats overall beyond a middling accuracy and lack of a suppressor option, but making up for it with semi automatic firepower. Strangely, the Service Rifle can ''not'' normally be cannibalized for parts to repair the Assault Carbine or Marksman Carbine and vice versa, even though in reality the three would share nearly all parts. &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 ''Honest Hearts'' DLC. Its 12.7mm chambering is a nod to the real world .50 Beowulf conversions for the AR-15 platform. This rifle was the weapon of Randall Clark, a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky handguard somewhat reminiscent of the M16 LSW/LMG along with a shortened barrel similar to that of the Colt Model 605, but has numerous makeshift repairs along the body work and a damaged front sight. The English and French words &amp;quot;STOP!&amp;quot; and &amp;quot;ARRÊT!&amp;quot; are scrawled onto the stock of the weapon, a marking on the receiver reads &amp;quot;PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL&amp;quot;, and another marking 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, in a duffle bag 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 (although in a roundabout way compensates for the game's slightly bugged iron sights system).&lt;br /&gt;
[[File:Colt715_C7Rifle.jpg|thumb|none|450px|Colt Model 715 - 5.56x45mm NATO]]&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.]]&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 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. &lt;br /&gt;
&lt;br /&gt;
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 properly. Because the Hecate II uses pre-existing animations shared with other bolt-action rifles, the Courier will hold the gun as if it had a rifle grip rather than by the PGM's pistol grip. According to project director Joshua Sawyer, the PGM Hecate II was modeled in the game for the .50 caliber rifle role because he thought [[Barrett]] rifles in other games were too repetitive. &lt;br /&gt;
[[Image:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
[[Image:FalloutNewVegasAnti-materiel_rifle.jpg|thumb|none|500px|In-game model for the Anti-Materiel Rifle.]]&lt;br /&gt;
[[Image:Fnvgra-amrifleallupgrades.jpg|thumb|none|500px|The ''GRA'' variant with all modifications.]]&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;
&lt;br /&gt;
==&amp;quot;Varmint Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Varmint Rifle&amp;quot; is a fictitious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22 LR rounds which were fed from a long, curved magazine, but this proved unpopular during play testing and was changed to 5.56mm rounds feeding from a small box magazine; some NPCs using the rifle still carry .22 LR 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. Should you manage to find this cave in the Level 9-12 range, you've picked up a delightful sidegrade rifle with an increased fire rate, damage and scope zoom to the fully modded Varmint Rifle and a very effective way to silently take down enemies at range until you get the suppressed Sniper Rifle.&lt;br /&gt;
[[Image:FalloutNewVegasVarmintrifle.jpg|thumb|500px|none|In-game model for the standard Varmint Rifle. Note that though the hole in the stock is inletted similar to a thumbhole, its placement would make using it as one somewhat uncomfortable due to a very thin grip. The grip itself also is at a rather steep angle, though this is likely to line it up better with animations shared with other guns.]]&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 the rounds in the magazine with glitched textures. It also has a large shadow on the top of the receiver; presumably it had a scope permanently affixed to it at some point.]]&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|500px|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;. Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand. This Machine is a deceiving rifle, seemingly boring with its damage statistics and middling long range accuracy but making up the dividend in repeat fire power. You don't think it's good until 8 shots of .308 AP crit a Centurion.&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. The Battle Rifle serves as a semi-automatic .308 rifle to not so much replace the Hunting Rifle but give you more options. Decently accurate bar its high spread at range with a quick reload and decent damage, it's a good mid-game rifle. &lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:FalloutNewVegasBattle_rifle.jpg|500px|thumb|none|The in-game model for the Battle Rifle.]]&lt;br /&gt;
[[File:Fnvgarand-1.jpg|thumb|none|500px|This unique Machine. The marking is only present on the left side of the gun, hence the inconsistency with the other images.]]&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, and 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 rifle is scattered in most of the early game areas, including the various former Powder Gangers in Primm and the NCRCF and other factions sporadically in the wasteland. It's a functional and serviceable mid game rifle, with a high rate of fire in comparison to the bolt action Varmint or Hunting Rifles and a relatively effective damage to boot. It doesn't hold up once metal armor shows up, but you wouldn't expect a .357 rifle to punch through plates.&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 octagonal 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 (although there is no follower tab to lead the cartridges in the tube). Likely due to a bug, the action on this specific repeater remains still during cycling animations with it only moving in its reload animation where it clips through the static hammer, which is also static. It is found on Corporal Sterling of the 1st Reconnaissance Battalion at Camp McCarran. Take all of the normal rifle's benefits and make it have a decent scope and reload faster. You have a gun made to bully Fiends in their dorky raider armor.&lt;br /&gt;
[[Image:1886wcf.jpg|thumb|450px|none|Winchester 1886 - .45-70 Gov't]]&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 was likely at some point meant to chamber .30-30 WCF but the cartridge was cut from the game due to having too much overlap with the gameplay role .308 Win chambered weapons play in-game, this is evident by the thinner loading gate on the side of the rifle. The Trail Carbine can be found in places such as Bonnie Springs or Red Rock Canyon and it can be modified with a scope. The Trail Carbine is mostly a straight upgrade over the Cowboy Repeater, with more damage and critical hit power and the ability to mount a scope as a mod. Don't knock it till you try it.&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 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 (excluding Lily Bowen's Assault Carbine, though the suppressor on that rifle is unobtainable by the player). The Hunting Rifle is one of the perfect mid to high level rifles, accurate, reliable on damage and moddable to let it carry you all the way towards the AMR or Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;Paciencia&amp;quot; (Spanish for Patience) unique variant, which can be bought from Cliff Briscoe in Novac. 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 deals extra critical damage and has high 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. According to lead designer Josh Sawyer, this rifle was called &amp;quot;Paciencia&amp;quot; because its user &amp;quot;better make them (the three shots per magazine) count&amp;quot;. &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 cartridges 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;
==Marlin Model 1895==  &lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;Brush Gun&amp;quot;, firing .45-70 Gov't rounds out of a six-round tube magazine. Although it is said by Josh Sawyer, the game's lead designer, that it &amp;quot;is not based on one gun specifically, but guns like the [[Winchester Model 1886]] and Marlin Guide Gun&amp;quot;, the Winchester influence only comes with the &amp;quot;forged receiver&amp;quot;, the Brush Gun's only modification, which gives it 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, with high power and decent accuracy with a plethora of flavors of custom ammo to sink the skill points you need to make this thing effectively into. Do not doubt how utterly busted the HP .45-70 is out of this thing.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' 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 Medicine Stick is better in every way than the Brush Gun, albeit not as overwhelmingly as the other GRA weapons. That being said it's still a high powered and accurate boomstick with more accuracy and an easier to read sight picture. &lt;br /&gt;
[[Image:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70 Gov't]]&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 works 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, thankful that it only has one rear sight.]]&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 &amp;quot;Gauss Rifle&amp;quot; returns from ''Fallout 3'''s ''Operation: Anchorage'' DLC, now sporting a buttplate on the stock. 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 only used when the rifle &amp;quot;jams&amp;quot; by rotating it back into place). 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 outclassing even the Hecate II 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 only 4 MFCs per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier. Make of that what you will, but you'll have to sacrifice getting the Alien Blaster to get this. &lt;br /&gt;
[[image:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]]&lt;br /&gt;
[[File:FNV Gauss Rifle.jpg|thumb|none|500px|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 YCS 186.jpg|thumb|none|500px|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 the (decorative) grid-like scope reticle for compensating drop and lead, similar to vehicle-based gunsights; the only actual marks present are for drop, presumably in mils.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
An early-pattern [[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 &amp;quot;Infiltrator&amp;quot; (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) from the ''Fallout 3'' DLC ''The Pitt'' 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|An Infiltrator locked away in Mick &amp;amp; Ralph's, with a Tri-beam Laser Rifle and 10mm Pistol above and below it. Just creeping into the shot at the left is the Railway Rifle, yet another ''Fallout 3'' weapon; this was a fictional improvised weapon that fired railroad spikes as ammunition, and was capable of pinning dismembered limbs to walls.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chinese Assault Rifle&amp;quot;==&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 a rifle; while highly indistinct, given how the rifle appears to have an AK-style magazine and an [[RPD]]-like handguard, and that this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to represent the &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.&lt;br /&gt;
&lt;br /&gt;
The rifle itself also appears in the game in a non-usable form. During the quest &amp;quot;How Little We Know&amp;quot; the Courier may be tasked with destroying a weapons stockpile using thermite; amid the rubble is the front sight and muzzle of a Chinese Assault Rifle. The rifle's magazines also appear as the pickup model for 5.56mm rounds.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:AS_Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Fallout3AK.jpg|thumb|none|500px|The &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.]]&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;
[[File:Fnvzhar-1.jpg|thumb|none|600px|The Courier comes across two Type 93 magazines whilst wandering Vault 11.]]&lt;br /&gt;
[[File:Fnvzhar-2.jpg|thumb|none|600px|The remains of a Chinese Assault Rifle, destroyed by thermite; if the view is clipped into this pile of rubble via cheats the entire model of the rifle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sniper Rifle&amp;quot;==&lt;br /&gt;
The fictitious &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' (based on the also fictitious &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout]]'' and ''[[Fallout 2]]'') returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. 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. 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.&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. 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). 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.&lt;br /&gt;
&lt;br /&gt;
The ''Old World Blues'' 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 other 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;
[[File:FNV Sniper Rifle.jpg|thumb|none|500px|The in-game model of the Sniper Rifle. The bipod is sadly never used, though concept art for ''Fallout 3'' indicates that it is also intended to function as a grip.]]&lt;br /&gt;
[[File:FNV Sniper Rifle Modded.jpg|thumb|none|500px|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|500px|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|500px|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;
==&amp;quot;Light Machine Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;Light Machine Gun&amp;quot; consists of the receiver and stock of an [[M249]], and the handguard and barrel assembly from an [[M60]]. It also has some other non-standard features including a shortened stock (presumably to prevent clipping into character models when shouldered), a wooden carry handle, pistol grip and handguard, a differently designed front sight post, 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. The weapon's sights are a somewhat bizarre reversed notch setup. 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. Unlike the real M249, the LMG appears to fire from a closed bolt and its charging handle reciprocates when fired. 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 ''Gun Runners' Arsenal'' DLC adds the fictitious, 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 and being compatible with repairing the former when its condition has deteriorated enough, 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. How viable that exactly ''is'' will be up to you.&lt;br /&gt;
[[Image:M249Minimi1stPattern.jpg|thumb|none|450px|FN M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegasLMGRend.jpg|500px|thumb|none|The in-game model of the Light Machine Gun.]]&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;
[[File:FoNV M249extendedmag.jpg|thumb|600px|none|The Light Machine Gun with the &amp;quot;expanded drum&amp;quot;. For a drum magazine, it strangely has a very rectangular shape, likely because its model was referenced from an M249's belt box.]]&lt;br /&gt;
[[Image:M82a1.jpg|thumb|450px|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. Note the ejection port which is located further behind the charging handle and magazine.]]&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 [[M1918A2 Browning Automatic Rifle]] was added in ''Dead Money'', 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. This weapon is chambered in .308 ammunition and as such is the only fully automatic weapon in the game that utilizes this ammo. 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. &lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, it is the least accurate automatic weapon in the game, even worse than the SMGs. This problem is compounded by its small capacity magazines, low fire rate (even when upgraded), high weight at 16lbs (even beating out the LMG which is a pound lighter), and poor durability. It is however one of the few full auto .308 weapons, allowing you to combo silly ammo with it's high damage. ''The'' highest of NV's automatic weapons, including all of the more zanier options available.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Coltmonitor.jpg|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[Image:FONV BAR.jpg|thumb|none|500px|The in-game model of the Automatic Rifle, complete with carrying handle. The charging handle on the in-game weapon has been moved to the location of the ejection port on a real BAR (so that it can reuse animations from the Sniper Rifle), and the ejection port itself has been accordingly lowered. Also of note is the smaller magazine due to the rifle's in-game chambering of .308 Winchester and not the longer .30-06.]]&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 (oversized) ejected casings seem to imply that the cartridges have a belt, which .308 Winchester 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;. Sprinkled in random Vegas caves, used by mid tier NPC's like Great Khans, Viper Leaders, NCR Heavy troopers and in certain corners of farmhouses, it has both a choke and extended mag tube as mods. It's also ruthlessly effective, being not only incredibly powerful but accurate. In comparison to the Riot Shotgun, the Hunting Shotgun's accuracy focus makes it a more utilitarian scattergun for all encounters.&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. The most accurate shotgun tip is not a joke, the Dinner Bell is a VERY accurate shotgun that makes very effective use of almost any custom ammo you can stuff in it. Slugs, Coin Shot, Magnum shells, you name it and this gun will pattern that blast directly into whatever you need dead.&lt;br /&gt;
[[Image:870wngmstr16-prod.jpg|thumb|none|450px|Remington 870 Wingmaster - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasHuntingShotgun.jpg|thumb|500px|none|The standard Hunting Shotgun. Note the slightly wider trigger guard.]]&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 870 uniquely uses a yellow-coloured shell instead of the red ones all the other 12 gauge weapons use, although it still ejects red-coloured shells when fired.]]&lt;br /&gt;
[[Image:FalloutNVHuntShotgun-3.jpg|thumb|none|600px|The Courier aims his Hunting Shotgun at some evil looking bricks. Due to animations for the Hunting Rifle being reused for the Model 870, the player's left hand will grip the section of magazine tube before the forend, with pumping animations involving the left hand moving ahead to grip and cycle said forend and back to holding onto the tube.]]&lt;br /&gt;
[[Image:FONV DinnerBell.jpg|thumb|500px|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 over/under double-barrel shotgun called the &amp;quot;Caravan Shotgun&amp;quot; appears in game. 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, alongside any other caravan affiliates like the Gun Runner's guards, Caleb McAfferty and potential companion Cass. The Caravan Shotgun is a decent weapon, being an almost direct upgrade over the Single Shotgun with moderately less accuracy at a cost of still being capped by the 20 gauge chambering.&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered the 'Caravan Pack' version of ''New Vegas'' (or purchased the ''Courier's Stash'' 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|450px|Otto Seelig O/U - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasCaravanShotgun.jpg|thumb|none|500px|The in-game model for the Caravan Shotgun. Note the single trigger and unevenly sawed short barrels. The screw fixed onto the breech release lever serves as a makeshift iron sight for the 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;
[[File:Fnvcaravan-1.jpg|thumb|none|500px|The model for the Sturdy Caravan Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riot Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Riot Shotgun&amp;quot; is a fictitious semi-automatic shotgun (bearing some very loose similarites to the [[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto]]) 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. It may also be wielded by enemies during the ''Honest Hearts'' and ''Lonesome Road'' DLCs if the player's level is high enough.&lt;br /&gt;
&lt;br /&gt;
The Riot Shotgun is far and away the fastest-firing shotguns in the game allowing you to send shells as fast as you think you need to. It's also one of the heaviest in the game, with a middling spread and damage alongside eating up a lot of 12 gauge ammo if you're not careful. That being said, the Riot Shotgun is a great candidate to pair with the &amp;quot;And Stay Back&amp;quot; perk which grants each fired pellet a chance to knock down targets.&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|450px|Hawk Semi-Auto - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasRiotShotgun.jpg|thumb|none|500px|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]] 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 vendors, carried by guards of the Followers of the Apocalypse or Crimson Caravan guards and sold by many vendors. &lt;br /&gt;
&lt;br /&gt;
It is generally the best 20 gauge shotgun, being given a proper magazine and a fast rate of fire to capitalize on sending as much 20 gauge as fast as possible. That being said the middling returns on damage you get with 20 gauge and the overall bad ability for 20 gauge to kill anything you're aiming at once armor is involved makes this less ideal long-term. That and a sluggish reload. It is affected by both the Cowboy and Shotgun Surgeon perks, so you can make an interesting combo with that.&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|500px|The Lever-Action Shotgun in the game. Its receiver has a more straighter shape, likely to fit with in-game animations. Note the metal plate on the grip, similar to the one on the ''[[Terminator 2]]'' gun; however, unlike the ''T2'' gun, it is modelled as part of the grip and not the lever.]]&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 and the highest per-shot damage of any 20 gauge shotgun in the game at a cost of its lack of real damage to anything wearing armor, and it being outclassed by any other shotgun in almost every other respect.&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. Additionally, if a trap was disarmed after it has been triggered, it will still yield one full shell, instead of an empty hull (which is also an item in the game).&lt;br /&gt;
[[Image:NewEnglandpardner.jpg|thumb|none|450px|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|500px|thumb|none|A Single Shotgun set up as a trap. Note the presence of what appears to be an electric motor powered by a microfusion cell (an energy weapon ammo type) set up to spool up a wire to pull the trigger, begging the question why the tripwire activates this motor rather than pulling the trigger itself. 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 [[Sawn-off double barreled shotgun|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 different pistol grip) 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, Omerta &amp;quot;button men&amp;quot;, 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 thirty 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|500px|The in-game Sawed-off model. Note that it has a proper pistol grip, compared to the image above.]]&lt;br /&gt;
[[File:Fnvsawnoff-1.jpg|thumb|none|600px|The Courier stands in the lobby of the REPCONN Test Site with a Sawed-Off Shotgun at hand, on the lookout for any ghouls.]]&lt;br /&gt;
[[File:Fnvsawnoff-2.jpg|thumb|none|600px|Checking the sights reveals that there aren't any.]]&lt;br /&gt;
[[File:Fnvsawnoff-3.jpg|thumb|none|600px|After shooting two 12 gauge shells at absolutely nothing, the Courier dumps out the old shells...]]&lt;br /&gt;
[[File:Fnvsawnoff-4.jpg|thumb|none|600px|...mashes in some new ones...]]&lt;br /&gt;
[[File:Fnvsawnoff-5.jpg|thumb|none|600px|...and flicks the shotgun shut.]]&lt;br /&gt;
[[File:FNV Big Boomer.jpg|thumb|none|500px|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 can be upgraded with a &amp;quot;long barrel&amp;quot; to increase grenade velocity and range. Because the launcher reuses the 20 gauge Pardner's reload animation, its user will cock a non-existent external hammer. The M79 is baby's first explosive weapon, with middling damage and a fast rate of fire but inferior to later grenade launchers. Don't knock it though, it's got a key fun trick. Knocking over enemies.&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. All for the low cost of finding it amongst the ants of the Array.&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 ''Courier's Stash'' DLC, they acquire the &amp;quot;Mercenary's 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|500px|The first unique M79 variant, &amp;quot;Thump-Thump&amp;quot;, with a beaver holding an [[M1 Garand]] on the stock...]]&lt;br /&gt;
[[File:Fnvm79-1.jpg|thumb|none|500px|...the second one, the Mercenary's Grenade Rifle...]]&lt;br /&gt;
[[File:FNV Red Victory.jpg|thumb|none|500px|...the third 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|500px|...and the fourth 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, presumably so that it can reuse animations from the Remington 870. Most Boomers carry it, along with one of the caravan guards at the start of the ''Honest Hearts'' DLC, and it can also be found in a few locations or purchased from several traders.&lt;br /&gt;
&lt;br /&gt;
Consistent with ''New Vegas'''s design philosophy of making less powerful weapons still valuable after the player has found an &amp;quot;upgrade&amp;quot;, while it initially 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. Additionally unlike the Grenade Rifle, the Launcher has no extended barrel upgrade to increase its range, which limits its potential for long range bombardment without extensive practice in learning its projectile arc.&lt;br /&gt;
&lt;br /&gt;
A modified version named the &amp;quot;Holorifle&amp;quot; appears in the ''Dead Money'' 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: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 fictitious large fully-automatic 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 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 late game explosive weapon in comparison to the Missile Launcher or Fatman, a high damage but relatively controllable death machine capped by the rarity of 25mm ammo in the wastes.&lt;br /&gt;
&lt;br /&gt;
The unique variant, &amp;quot;Mercy&amp;quot;, can be found in Dead Wind Cavern. Apparently a relic from before the nukes fell, it has &amp;quot;Hei Gui Bye Bye&amp;quot; spraypainted on its 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. It also rocks a rechambering to 40mm, drastically improving its damage and power at a cost of reduced ammo capacity and making it harder to keep this stocked up when playing on Hardcore due to how heavy 40mm ammo is.&lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:GrenadeMachinegun.jpg|thumb|none|500px|The in-game model of the &amp;quot;Grenade Machinegun&amp;quot;.]]&lt;br /&gt;
[[File:FNV Mercy.jpg|thumb|none|500px|The unique &amp;quot;Mercy&amp;quot; variant.]]&lt;br /&gt;
[[File: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 serves as storage for the 25mm drums.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;25mm Grenade APW&amp;quot;*==&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;25mm Grenade APW&amp;quot; (Anti-Personnel Weapon), a fictitious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the [[Remington 1100]]. Being a ''GRA'' weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, Alexander at the 188 Trading Post, among others.&lt;br /&gt;
&lt;br /&gt;
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. 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 8-round extended magazine (called an &amp;quot;expanded drum&amp;quot;, despite not actually being a drum magazine).&lt;br /&gt;
[[File: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|500px|The in-game model of the 25mm Grenade APW.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW Modded.jpg|thumb|none|500px|A fully-modified APW. The &amp;quot;Upgraded Internals&amp;quot; mod doesn't change the weapon's appearance.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLauncher-2.jpg|thumb|none|600px|The Courier holds his Grenade APW after &amp;quot;accidentally&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 APW; note the lack of a front sight.]]&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 &amp;amp; Explosives=&lt;br /&gt;
==M84 Stun Grenade*==&lt;br /&gt;
The ''Lonesome Road'' DLC adds the [[M84 stun grenade]] as the &amp;quot;Flash Bang&amp;quot;. Unlike regular grenades, it deals fatigue damage, reduces enemy weapon skills, and has a chance to frenzy Tunnelers.&lt;br /&gt;
&lt;br /&gt;
Prior to its addition in ''Lonesome Road'', the M84 appeared as an unused weapon in the base game named the &amp;quot;Stun Grenade&amp;quot;. This version had circular holes in the body and a differently-shaped fuse and lever.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[File:FNV Flashbang.jpg|thumb|none|400px|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|600px|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'' are heavily based on the Danish [[M23 Haanbombe]]. 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;
[[File:DanishGrande.jpg|thumb|none|200px|M23 Haanbombe]]&lt;br /&gt;
[[File:FNV Frag Grenade.jpg|thumb|none|400px|The in-game grenade model. The sharp bend in the spoon is more typical of Soviet grenades like the [[F-1 hand grenade]].]]&lt;br /&gt;
[[File:FNV Grenade Bouquet.jpg|thumb|none|400px|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. Perhaps the Explosives skill requirement to disarm a rather rudimentary trap gives the Courier the resources to fashion new pins.]]&lt;br /&gt;
[[File:FNV Holy Frag Grenade.jpg|thumb|none|400px|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|400px|The in-game model for the incendiary grenade.]]&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|500px|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;
==TM-46 Anti-Tank Mine==&lt;br /&gt;
The &amp;quot;Frag Mine&amp;quot;, a recoloured and shrunken [[TM-46 anti-tank mine]], returns from the previous game. It functions more or less the same as it did in ''Fallout 3'', producing a small explosion after beeping for a few seconds when a target gets close enough, the duration and proximity for detection depending on the Courier's Explosives skill. Mines planted as traps can be found in a variety of locations, sometimes hidden under corpses or other objects.&lt;br /&gt;
&lt;br /&gt;
In ''Dead Money'', another variant of the TM-46 appears; it is known as the &amp;quot;Demolition Charge&amp;quot;, and must be bought from Sierra Madre vending machines for 75 chips each after the appropriate holotape is found. Compared to the more common Frag Mine, Demo Charges feature a negligibly higher amount of damage and no Explosives skill requirement, but are also three times as heavy, weighing 1.5 pounds instead of 0.5. It also has a different skin, sporting a yellower body with diagonal black stripes along the sides and a partially-obscured radiation symbol on top (though the charge does not afflict any radiation damage).&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:NV_frag_mine.jpg|thumb|none|500px|The Frag Mine model. The handle is not used, and appears to be a relic of its anti-tank basis.]]&lt;br /&gt;
[[File:Fnvtm46-1.jpg|thumb|none|500px|The model for the &amp;quot;Demolition Charge&amp;quot;. One would think that a proximity-detonated demolition charge would be a bad idea.]]&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 [[80 cm Kanone (E)|''Schwerer Gustav'' 80cm railway gun]] and 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|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:FNV AA Gun.jpg|thumb|none|500px|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|500px|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 fictitious &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. The Flamer has one modification - &amp;quot;Expanded Tanks&amp;quot;, which double its ammunition capacity. Low damage, high rate of ''fire'' and usually defeating armor, if you can take the brunt of getting shot while using it, it's a messy but fun main arm for Energy Weapon builds.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' 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|450px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:M2A1-7 Flamethrower.jpg|thumb|none|450px|M2A1-7 Flamethrower]]&lt;br /&gt;
[[File:FNV Flamer.jpg|thumb|none|500px|The in-game model of the &amp;quot;Flamer&amp;quot;.]]&lt;br /&gt;
[[File:FNV Flamer Modded.jpg|thumb|none|500px|A Flamer fitted with the &amp;quot;Expanded Tanks&amp;quot; modification.]]&lt;br /&gt;
[[File:FNV Cleansing Flame.jpg|thumb|none|500px|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;
==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|500px|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 instead of the real gun's 650, and its accuracy is somewhat poor. 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 ''Old World Blues''. Amusingly enough, despite being an airgun firing BBs, it it still considered a firearm 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 part 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 secretly boasts 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 and higher than any weapon in the game except for the Brush Gun, Medicine Stick, Anti-Materiel Rifle, Paciencia and Gobi Campaign Scout Rifle.); 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 (which is located directly in front of Fields' Shack).&lt;br /&gt;
[[File:199852 lg.jpg|thumb|none|450px|Daisy Red Ryder]]&lt;br /&gt;
[[File:FNV BB Gun.jpg|thumb|none|500px|The in-game model of the BB Gun.]]&lt;br /&gt;
[[File:Fnvredryder-1.jpg|thumb|none|600px|The Courier prepares to do some indoor plinking with a Red Ryder. Unlike the Lone Wanderer, the Courier's left hand does not fully grasp around the barrel; this is to allow for...]]&lt;br /&gt;
[[File:Fnvredryder-2.jpg|thumb|none|600px|...proper usage of the sights.]]&lt;br /&gt;
[[File:Fnvredryder-3.jpg|thumb|none|600px|It also now uses the same cycling animation as the game's other lever-action weapons.]]&lt;br /&gt;
[[File:Fnvredryder-4.jpg|thumb|none|600px|Reloading begins with the Courier opening the loading gate; as in ''Fallout 3'', it is incorrectly located on the underside of the barrel instead of the left side.]]&lt;br /&gt;
[[File:Fnvredryder-5.jpg|thumb|none|600px|It is then loaded up with BBs...]]&lt;br /&gt;
[[File:Fnvredryder-6.jpg|thumb|none|600px|...and finished off with a rack of the lever.]]&lt;br /&gt;
[[File:Fnvredryder-7.jpg|thumb|none|600px|The jam animation gives a better view of the action being worked.]]&lt;br /&gt;
[[File:Fnvredryder-8.jpg|thumb|none|600px|The BB Gun being aimed in third-person.]]&lt;br /&gt;
[[File:FNV LE BB Gun.jpg|thumb|none|500px|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;
{{Fallout Series}}&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=1564175</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=1564175"/>
		<updated>2023-03-16T20:39:11Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Tighten that up a bit.&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;
[[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, ''Dead Money'', revolves around a long-planned casino heist in the Sierra Madre, a famous casino locked since the Great War. ''Honest Hearts'' takes place in the post-War Zion National Park and, among other things, adds a new caliber to the game, .45 ACP. ''Old World Blues'' takes place at the scientific research facility Big Mountain or the Big MT. The final regular DLC, ''Lonesome Road'', 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, ''Gun Runners' Arsenal'', did not add any story content, but instead added a host of weapons to various vendors around the game. The sixth, ''Courier's Stash'', also did not add any new story content, nor technically any new content at all, but instead made the pre-order exclusive item packs available to everyone.&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]]. Director Joshua Sawyer, via his account on the now defunct Formspring (an archive of which can be found [https://rpgcodex.net/forums/threads/an-archive-of-josh-sawyers-formspring-from-april-2010-through-march-2013-over-1-mb-of-text.128571/ here]) has confirmed several details about the firearms the game's weapons are based on among the many questions he has answered.&lt;br /&gt;
&lt;br /&gt;
(*) indicates that the weapon was added in DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&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 Guns Manufacturers&amp;quot; according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. It weighs 1.5 pounds, lower than the 2.2 of the real thing. It's the most common gun in the game, standard issue to most factions like the NCR and given to the player by Doc Mitchell at the start of the game, unless the player rolled their stats into another skill beyond 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 and accuracy that benefits from its high capacity (and thus DPS against lightly/unarmored opponents) and 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;, based on the factory-engraved &amp;quot;Renaissance&amp;quot; model with grips painted with Our Lady of Guadalupe, is carried by Benny (voiced by Matthew Perry), which he uses to execute the Courier 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; challenge 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;
[[File:Browning HP West German Police.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FalloutNewVegasHi-Power.jpg|400px|thumb|none|The in-game model for the 9mm Pistol.]]&lt;br /&gt;
[[File: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;
[[File: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;
[[File:FalloutNV_2010-10-25_12-15-28-79.jpg|600px|thumb|none|The Courier aims his Hi-Power at the horizon.]]&lt;br /&gt;
[[File: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;
[[File:Fnvbhp-1.jpg|thumb|none|600px|The Courier pulls the slide on a jammed Hi-Power.]]&lt;br /&gt;
[[File:FalloutNVhipowerposter.jpg|600px|thumb|none|While wandering Camp McCarren, the Courier finds a NCR poster warning soldiers about sexually transmitted diseases that features an image of a Hi-Power, which appears to be a render of its in-game model. This poster is derived from [https://rarehistoricalphotos.com/wp-content/uploads/2022/03/american-propaganda-posters-world-war-two-46.webp a US World War II poster] proclaiming &amp;quot;VD is not Victory&amp;quot;, which featured an original [[M1911]] instead.]]&lt;br /&gt;
[[File:FONV Saint Mary's Pistol.jpg|thumb|none|400px|In-game model for the unique &amp;quot;Maria&amp;quot; variant.]]&lt;br /&gt;
[[File: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;
[[File: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. The base gun appears to have a 5&amp;quot; barrel, but can be modified with a 7.5&amp;quot; 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%. It weighs 2 pounds, which is appropriate for its initial barrel length, but is not affected by the barrel length upgrade. A Single Action Army also appears on the boxart and title screen, with slight differences due to these images being illustrations instead of using the game's 3D model.&lt;br /&gt;
&lt;br /&gt;
The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers and is one of the first revolvers and magnum caliber guns the player will get. Decent damage and accuracy tempered by middling returns on power and a slow reload as you'd expect from a gate loader.&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|400px|The in-game model of the normal &amp;quot;.357 Magnum Revolver&amp;quot;.]]&lt;br /&gt;
[[Image:FNV357 all mods.jpg|thumb|none|400px|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. Note 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|400px|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, and Old Ben in Freeside. 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. It weighs 3.5 pounds, rounded down from its real counterpart. Incorrectly, the Model 29 uses the Pip-Boy icon for the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', which does not appear in ''New Vegas''.&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 is carried by the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake, and can be acquired from him during the quest &amp;quot;Talent Pool&amp;quot;. The Mysterious Magnum has a faster fire rate, better accuracy, increased critical hit damage but a lower durability stat, but is still a very powerful and frankly stylish high level sidearm. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger. The Mysterious Magnum appears to have a blocked barrel (due to the bore on the default .44 Magnum being a texture) which can be seen when reloading it.&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:Fallout_New_Vegas44_magnum_revolver.jpg|thumb|none|400px|In-game model of the .44 Magnum Revolver.]]&lt;br /&gt;
[[Image:FNV 44 all mods.jpg|thumb|none|400px|The .44 fitted with a scope and &amp;quot;heavy frame&amp;quot;.]]&lt;br /&gt;
[[Image:MysteriousMagnum.jpg|thumb|none|400px|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 fictitious pistol chambered for the also fictitious 12.7mm round (the in-universe equivalent to .50 AE or .50 Beowulf). 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 a 50% ultra-chunky [[Hämmerli 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 standalone gun even closer to the ''Blade Runner'' weapon exists too. Its only modification is a suppressor. The pistol's grip also has a loose similarity to that of the Finnish [[Jatimatic]] submachine gun. 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 a high Strength and Guns skill to properly 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 when armor's a problem.&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;
[[Image:H280.jpg|thumb|350px|none|Hammerli 280 - .22 LR]]&lt;br /&gt;
[[File:BladeRunner1982Blaster01.jpg|thumb|350px|none|The LAPD 2019 Blaster from ''Blade Runner''.]]&lt;br /&gt;
[[File:JatimaticSMALL.JPG|thumb|450px|none|Jatimatic - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Fallout_1997_14mm_pistol.jpg|thumb|none|350px|The &amp;quot;14mm Pistol&amp;quot; from ''Fallout''.]]&lt;br /&gt;
[[Image:FalloutNewVegas_12mm_Pistol.jpg|thumb|none|400px|The in-game model of the 12.7mm Pistol. Note the small discoloured patch above the trigger; this is apparently the ejection port, although the layout of the pistol makes it unclear how that's exactly supposed to work.]]&lt;br /&gt;
[[Image:FNV12.7mm Silencer.jpg|thumb|none|400px|The 12.7mm Pistol fitted with a silencer. The gun is still quite loud even with it, but enemies treat it as being fully silent.]]&lt;br /&gt;
[[Image:Lil' Devil.jpg|thumb|none|400px|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. Aside from the whole 'no magwell' thing, of course.]]&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 a very common weapon, 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. It can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a reliable sidearm for the mid point of the game, with higher damage and DPS than the standard 9mm offerings alongside decent mods to keep it in the power band long enough to be useful.&lt;br /&gt;
&lt;br /&gt;
The pre-order bonus &amp;quot;Classic Pack&amp;quot;, also included in the ''Courier's Stash'' DLC, adds the &amp;quot;Weathered 10mm Pistol&amp;quot;; aside from the different skin, it features slightly higher damage and durability at the cost of not being a holdout weapon.&lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol.jpg|thumb|none|400px|In-game model for the N99 10mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol2.jpg|thumb|none|400px|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.]]&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 old magazine is also never removed at any point during the animation. 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|400px|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 [[(Blade Runner) - LAPD 2019 Blaster|LAPD 2019 Blaster]] from ''[[Blade Runner]]'' makes a return to the ''Fallout'' series. Called &amp;quot;That Gun&amp;quot; in-game, in reference to &amp;quot;That Gun from ''[[Fallout]]'' and ''[[Fallout 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 potent side-grade pistol for mid to high level players. Sure it's not fast firing, but 5.56 AP is very common and very effective for pesky Legionnaires. &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) to 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|400px|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|400px|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;
[[File:Ruger 2245 target.jpg|thumb|none|350px|Ruger 22/45 Target - .22 LR]]&lt;br /&gt;
[[Image:FalloutNewVegasSilenced22Pistol.jpg|thumb|none|400px|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. The markings on the weapon read &amp;quot;Silenced .22 Pistol&amp;quot; and &amp;quot;Use Only .22 Long Rifle Ammo&amp;quot;.]]&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;, and deviates from the real revolver in that it chambers .357 Magnum in-game. The Courier will cock the hammer after every shot, but the first round fired from the pistol will be in double-action. The inclusion of this revolver is a reference to ''[[The Treasure of the Sierra Madre]]'', which was a major influence for the DLC alongside the Japanese suspense film ''[[Battle Royale]]''. &lt;br /&gt;
&lt;br /&gt;
The weapon is extremely useful in ''Dead Money'' due to its very high critical hit ratio, mostly for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The New Service can be found in surprising numbers around the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes. It weighs 3 pounds, which is significantly higher than its real weight of 2.3.&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;
[[File:Fnvnewservice-1.jpg|thumb|none|600px|The Courier holds a New Service after finding out that there was much more than he bargained for in that abandoned bunker.]]&lt;br /&gt;
[[File:Fnvnewservice-2.jpg|thumb|none|600px|Aiming the revolver; it has no rear sight. Additionally, the actual point of impact is not the top of the front sight, but the bottom of it.]]&lt;br /&gt;
[[File:Fnvnewservice-3.jpg|thumb|none|600px|Discharging a round...]]&lt;br /&gt;
[[File:Fnvnewservice-4.jpg|thumb|none|600px|...and cocking the hammer; the hammer will stay cocked until the revolver is switched out for another weapon, upon which the gun will be decocked when it is pulled out again.]]&lt;br /&gt;
[[File:Fnvnewservice-5.jpg|thumb|none|600px|Opening the cylinder; this animation is reused from the Smith &amp;amp; Wesson M29, and as such has the cases fall out on their own and the Courier not use the cylinder release. It is also incorrectly depicted as reloadable with the hammer cocked.]]&lt;br /&gt;
[[File:Fnvnewservice-6.jpg|thumb|none|600px|Slamming in a speedloader, now with the rounds using the correct textures; the rounds still stay in the speedloader after it has been loaded, however. Despite the in-game gun chambering .357 Magnum, its cylinder and the speedloader used to reload it both contain the same .44 Magnum cartridges used for the Model 29. This is because the New Service's model reuses parts from the S&amp;amp;W M29 such as its cylinder and frame.]]&lt;br /&gt;
[[File:Fnvnewservice-7.jpg|thumb|none|600px|Flicking the New Service shut.]]&lt;br /&gt;
[[File:Fnvnewservice-8.jpg|thumb|none|600px|All that cylinder flicking comes back to bite the Courier in the rear when it jams in the Tampico; the procedure is the same as on the Model 29.]]&lt;br /&gt;
[[File:Fnvnewservice-9.jpg|thumb|none|600px|The Courier shows off his Police Pistol while decked out in Sierra Madre Security armour.]]&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 tap into your early .45-70 reserves, with high raw damage and a scope to let you select and delete heads with ease. &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, with a higher damage, rate of fire and even crit chance than the normal Hunting Revolver and with no scope to stop you from whipping this thing out.&lt;br /&gt;
[[File:BFR 45-70 1.jpg|350px|thumb|none|Magnum Research BFR - .45-70 Gov't]]&lt;br /&gt;
[[File:20101124025745!HuntingRevolver.jpg|400px|thumb|none|The standard Hunting Revolver. The position of its trigger implies that this is a single action revolver, however, it fires in double action in-game.]]&lt;br /&gt;
[[File:Hunting revolver 1 2.jpg|400px|thumb|none|The ''GRA'' version of 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 muzzle flash, considering the cartridge it chambers.]]&lt;br /&gt;
[[File:RangerSequoia.jpg|thumb|none|400px|The &amp;quot;Ranger Sequoia&amp;quot;. Compared to the standard BFR, this variant has an octagonal barrel.]]&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 the upgraded 3-dot sights are permanent on the default weapon in the final game. The M1911 used by Follows-Chalk still has the original iron sights, but it is normally unobtainable. It correctly holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
The M1911A1 is a powerful weapon, with damage in the semi-auto pistol department only beaten out by the 12.7mm Pistol and (illogically) vastly outperforming the 10mm Pistol; according to director Joshua Sawyer, the reason for this was to make it an intermediate pistol caliber between 10mm and 12.7mm, and to fit player expectations of &amp;quot;''[[Last Man Standing]]''-style .45s that throw guys 20' through the air&amp;quot;. 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. It weighs 1.5 pounds, quite light for a 1911 variant (for reference, an original M1911 weighs about 2.3). Follows-Chalk mentions that Joshua tells him the M1911A1's cartridge “Won the West”; this seems to be a misplaced reference to the .45 Long Colt, since both it and the .45 ACP (Automatic Colt Pistol) could be referred to simply as &amp;quot;.45 Colt&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Fallout New Vegas M1911A1 Original Iron-sights.jpg|400px|thumb|none|The original, otherwise unused iron sights, which can only be seen on Follows-Chalk's pistol.]]&lt;br /&gt;
[[File:FalloutNV1911.jpg|thumb|none|600px|The Courier holds his M1911A1 at some distant buildings.]]&lt;br /&gt;
[[File:FalloutNV1911-2.jpg|thumb|none|600px|The Courier reloads his M1911A1. The animations are reused from the 9mm pistol.]]&lt;br /&gt;
[[File:FalloutNV1911-3.jpg|thumb|none|600px|The Courier gives us a close up of his M1911A1.]]&lt;br /&gt;
[[File:ColtXSE.jpg|thumb|none|350px|Colt XSE 1911 - .45 ACP]]&lt;br /&gt;
[[File:FalloutNewVegas 1911.jpg|400px|thumb|none|Fully upgraded in-game model for the M1911A1 with the HD slide and suppressor.]]&lt;br /&gt;
[[File: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 ''Honest Hearts'' 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 (&amp;quot;καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει&amp;quot; on the right side and &amp;quot;και η σκοτια αυτο ου κατελαβεν&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Despite the decreased ammo capacity, A Light Shining in Darkness is in every other way superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage. Really the only negative is the guttersnipe sights and the lack of a suppressor, but that didn't stop Joshua using it.&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|The in-game model for A Light Shining in Darkness. The slide appears to be closer in length to the [[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 ''Lonesome Road'' DLC adds a visually-altered Italian WWII-era 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. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot; as a consequence, it is oddly classed as an energy weapon in-game. 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;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Brescia Model 00 flare pistol.jpg|thumb|350px|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;
[[File:Fnvbrescia-1.jpg|thumb|none|600px|The Courier holds a Brescia while on top of a wrecked highway.]]&lt;br /&gt;
[[File:Fnvbrescia-2.jpg|thumb|none|600px|Aiming; the Flare Gun is one of the few projectile weapons that do not have true iron sights, instead just being centred ''[[Doom (VG)|Doom]]''-style with the crosshair as the actual point of aim.]]&lt;br /&gt;
[[File:Fnvbrescia-3.jpg|thumb|none|600px|Firing a flare at one of the support beams; this proves to be rather ineffective, as concrete beams cannot catch fire nor can they be scared away.]]&lt;br /&gt;
[[File:Fnvbrescia-4.jpg|thumb|none|600px|Opening the launcher and dumping out the spent flare...]]&lt;br /&gt;
[[File:Fnvbrescia-5.jpg|thumb|none|600px|...and loading in a fresh one. Note the somewhat strange way the Courier holds the flare; this is because all of its animations are reused from the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', and as such were designed with a speedloader in mind.]]&lt;br /&gt;
[[File:Fnvbrescia-6.jpg|thumb|none|600px|Flicking the Model 00 shut.]]&lt;br /&gt;
[[File:Fnvbrescia-7.jpg|thumb|none|600px|The Flare Gun jams; this has the Courier simply open and close the breech again.]]&lt;br /&gt;
[[File:Fnvbrescia-8.jpg|thumb|none|600px|The Courier aims the Flare Gun in third-person.]]&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|350px|Stainless Ruger GP100 - .357 Magnum]]&lt;br /&gt;
[[File:FNV Guns And Bullets.jpg|thumb|none|400px|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 [[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|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Fnvshansi-1.jpg|thumb|none|600px|The Courier looks at a Shansi imprisoned in Mick's stash, never to be used. Above it is one of the two &amp;quot;Infiltrators&amp;quot;, another ''Fallout 3'' weapon.]]&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]]'', and is again essentially a [[Browning M2HB]] receiver reversed and put into a package similar to the defunct [[Heckler &amp;amp; Koch SMG]] prorotype, along with a pistol grip and trigger guard reminiscent 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:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:HK SMG II.jpg|thumb|none|450px|Heckler &amp;amp; Koch SMG II - 9x19mm]]&lt;br /&gt;
[[File:FalloutNewVegas10mm_SMG.jpg|thumb|none|500px|The in-game model for the 10mm SMG. Note the two selector switches pointing opposite directions above the pistol grip, a setup presumably based on the aforementioned Thompson; assuming that these markings are HK-style pictograms, the rear one (which would be rather awkward to operate) has one &amp;quot;safe&amp;quot; position and two &amp;quot;fire&amp;quot; ones (with the top one selected), while the front seemingly has 3-round burst, 4-round burst (selected), and a six-notch setting that presumably represents full-auto. While it could be argued that the rear selector offers safe, semi-auto, and a position that can be either burst or full-auto depending on the front switch's setting (akin to the dual-switch setup on the [[FAMAS F1]]), this idea is somewhat undermined by the two &amp;quot;fire&amp;quot; markings being completely identical.]]&lt;br /&gt;
[[File:10mm SMG with extended mag and recoil comp.jpg|thumb|none|500px|The 10mm SMG fitted with an extended magazine and a recoil compensator. It's not entirely clear how the latter attachment is actually attached, given that the weapon's muzzle (shown above, and seemingly based on the M2's buffer tube given its placement) is a smooth, tapered tube with no threads or notches; given its placement, it appears to be just ''barely'' attached at all, overlapping almost none of the barrel.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG.jpg|thumb|none|600px|The Courier holds his 10mm SMG.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG-2.jpg|thumb|none|600px|He then reloads it, wondering why it has what seems to be an unusable underfolding stock (which could never be unfolded with the magazine in place). After swapping mags, the Courier then &amp;quot;pulls&amp;quot; the weapon's charging handle; the handle doesn't actually move, presumably because it's placed all the way at the end of its slot - since the receiver was modeled off of a Browning M2 with the bolt forward, its reversal puts the bolt all the way back, with no space for it to be pulled further.]]&lt;br /&gt;
[[File: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;
[[File:FalloutNewVegasSleepytyme.jpg|thumb|none|500px|The in-game model for the unique suppressed 10mm SMG &amp;quot;Sleepytyme&amp;quot;.]]&lt;br /&gt;
[[File: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 has a heavily shortened barrel and 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 due to low damage and the thin 30 rounder mags.&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 fictitious 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. Vance's 9mm SMG comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like a majority of 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. Increased damage, hit probability and the weird in-between rate of fire so you can spray wildly and actually hit what you're aiming at, a perfect way to spend your 9mm stocks late game.&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. Should you find enough nails in either The Divide or the Mojave, keep them for this. Sure it's not as powerful as either of its original versions, but the double damage to limbs makes this an entertaining way to stop an annoying enemy from shooting you.&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 9mm SMG.]]&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|500px|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. In-game, it uses 180-round magazines which can be replaced with a larger pan magazine that holds 240 rounds, both of which are not available for the gun's real life counterpart. The American 180 can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. &lt;br /&gt;
&lt;br /&gt;
Both it and the stocks of .22 necessary to keep it running aren't particularly common, but combo the two and you have a delightfully silly gun for any combat encounter where any enemy can be dropped in a endless swarm of .22 caliber bees.&lt;br /&gt;
[[Image:American-180.jpg|thumb|450px|none|American-180 - .22 LR]]&lt;br /&gt;
[[Image:Silenced22SMG.jpg|500px|thumb|none|The .22 Submachine Gun in all its glory.]]&lt;br /&gt;
[[Image:830px-Silenced22SMG%20(1).png.png|500px|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, which lacks a front sight.]]&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 Submachine 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. &lt;br /&gt;
&lt;br /&gt;
The RCW is a fairly common energy weapon, used by Fiends, Brotherhood of Steel scribes, and members of the Bright Brotherhood found scattered across the waste or at REPCONN. Using the somewhat uncommon ECP packs and allowing for a recycler to maximize its charge, the RCW is a proto-Minigun and a good high ROF weapon for an early to mid game Energy Weapons build that lets you ditch a Recharger Rifle and have something to panic spray middling damage at.&lt;br /&gt;
&lt;br /&gt;
Though not usable, normal M1928s appear on the cover for the &amp;quot;Milsurp Review&amp;quot; skill magazine, which temporarily raises the player's Guns skill by 10.&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW.jpg|thumb|none|500px|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 are rather more M1A1-like.]]&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;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum - .45 ACP]]&lt;br /&gt;
[[File:Fnvm1928-1.jpg|thumb|none|500px|The &amp;quot;Milsurp Review&amp;quot; skill magazine, featuring several M1928s; the one on the far right appears to be an M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson*===&lt;br /&gt;
The [[M1A1 Thompson]] appears as the &amp;quot;.45 Auto Submachine Gun&amp;quot;, introduced in the ''Honest Hearts'' 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. &lt;br /&gt;
&lt;br /&gt;
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, but tempered by rather poor accuracy. The weapon incorrectly fires in a closed bolt manner due to it reusing animations for other autoloading firearms.  &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. Its stock more closely resembles that from the M1928 Thompson rather than the M1/M1A1's]]&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 in third-person. Note the closed bolt.]]&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 ''Honest Hearts'', and both high-level marked men and Ulysses in ''Lonesome Road''; 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 Runners' 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 - 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|500px|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 [[Colt Model 733]] appears as the &amp;quot;Assault Carbine&amp;quot;. It is chambered for the fictional 5mm round (also used by the Minigun) and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default (although the magazine itself is modelled after a 20-round one), but can be upgraded with a 30-round magazine. It, along with the other AR-15 derivatives below, lacks a charging handle on the rear of the carry handle, 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. &lt;br /&gt;
&lt;br /&gt;
The Assault Carbine is a good armor breaker, allowing an easily aimed usage of 5mm ammo than the Minigun tempered by its still ridiculously fast fire rate. 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, a &amp;quot;light bolt&amp;quot; which increases rate of fire, and an extended magazine which raises its capacity to 30 rounds.&lt;br /&gt;
[[Image:Colt Model 733.jpg|thumb|none|450px|Colt Model 733 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegas_assault_carbine.jpg|thumb|none|500px|In-game model of the Assault Carbine.]]&lt;br /&gt;
[[File:Fnv733-1.jpg|thumb|none|500px|The ''GRA'' variant with all of its mods; the &amp;quot;light bolt&amp;quot; does not change the weapon's appearance.]]&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 (which opens in the complete opposite direction) is supposed to close with it in place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[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 Marksman Carbine is a somewhat uncommon weapon, with a few being located in Vault 34 and is purchasable from the Vendortron and Knight Torres in the Hidden Valley Bunker; it will, however, be frequently used by Legion assassins at high levels. It only holds 20 rounds, even though it is modelled with a 30-round magazine. The Marksman Carbine is a powerful carbine with some of the spicier 5.56 variants like HP or AP, capped mostly by how middling the damage is for 5.56 in-game.&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 (although it tends to glitch and not show properly). 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 ''Gun Runner's Arsenal'' 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 with M68 Aimpoint sight, Surefire M900 weaponlight foregrip, and M468 SIR style handguard - 5.56x45mm NATO]]&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;.]]&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;. Note that the insignia is missing here; the image that is shown in its place is the weapon's texture sheet.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 715/Diemaco C7==&lt;br /&gt;
A [[Diemaco C7/Colt Model 715]] with [[M16A1]]-styled wood furniture (''Fallout'''s world ran out of oil long ago) appears as the &amp;quot;Service Rifle&amp;quot;. The prescence of a round forward assist button and M16A1E1 shell deflector pin it as a C7/Model 715.  While rarely seen due to the weapon's high durability and low jam rate even at poor condition, 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. &lt;br /&gt;
&lt;br /&gt;
It's a terrifically average rifle that allows a phase-out of the Varmint Rifle as the player's 5.56 caliber rifle, with better stats overall beyond a middling accuracy and lack of a suppressor option, but making up for it with semi automatic firepower. Strangely, the Service Rifle can ''not'' normally be cannibalized for parts to repair the Assault Carbine or Marksman Carbine and vice versa, even though in reality the three would share nearly all parts.&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 ''Honest Hearts'' DLC. Its 12.7mm chambering is a nod to the real world .50 Beowulf conversions for the AR-15 platform. This rifle was the weapon of Randall Clark, a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky handguard somewhat reminiscent of the M16 LSW/LMG along with a shortened barrel similar to that of the Colt Model 605, but has numerous makeshift repairs along the body work and a damaged front sight. The English and French words &amp;quot;STOP!&amp;quot; and &amp;quot;ARRÊT!&amp;quot; are scrawled onto the stock of the weapon, a marking on the receiver reads &amp;quot;PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL&amp;quot;, and another marking 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, in a duffle bag 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 (although in a roundabout way compensates for the game's slightly bugged iron sights system).&lt;br /&gt;
[[File:Colt715_C7Rifle.jpg|thumb|none|450px|Colt Model 715 - 5.56x45mm NATO]]&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.]]&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 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. &lt;br /&gt;
&lt;br /&gt;
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 properly. Because the Hecate II uses pre-existing animations shared with other bolt-action rifles, the Courier will hold the gun as if it had a rifle grip rather than by the PGM's pistol grip. According to project director Joshua Sawyer, the PGM Hecate II was modeled in the game for the .50 caliber rifle role because he thought [[Barrett]] rifles in other games were too repetitive. &lt;br /&gt;
[[Image:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
[[Image:FalloutNewVegasAnti-materiel_rifle.jpg|thumb|none|500px|In-game model for the Anti-Materiel Rifle.]]&lt;br /&gt;
[[Image:Fnvgra-amrifleallupgrades.jpg|thumb|none|500px|The ''GRA'' variant with all modifications.]]&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;
&lt;br /&gt;
==&amp;quot;Varmint Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Varmint Rifle&amp;quot; is a fictitious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22 LR rounds which were fed from a long, curved magazine, but this proved unpopular during play testing and was changed to 5.56mm rounds feeding from a small box magazine; some NPCs using the rifle still carry .22 LR 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. Should you manage to find this cave in the Level 9-12 range, you've picked up a delightful sidegrade rifle with an increased fire rate, damage and scope zoom to the fully modded Varmint Rifle and a very effective way to silently take down enemies at range until you get the suppressed Sniper Rifle.&lt;br /&gt;
[[Image:FalloutNewVegasVarmintrifle.jpg|thumb|500px|none|In-game model for the standard Varmint Rifle. Note that though the hole in the stock is inletted similar to a thumbhole, its placement would make using it as one somewhat uncomfortable due to a very thin grip. The grip itself also is at a rather steep angle, though this is likely to line it up better with animations shared with other guns.]]&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 the rounds in the magazine with glitched textures. It also has a large shadow on the top of the receiver; presumably it had a scope permanently affixed to it at some point.]]&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|500px|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;. Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand.&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. The Battle Rifle serves as a semi-automatic .308 rifle to not so much replace the Hunting Rifle but give you more options. Decently accurate bar its high spread at range with a quick reload and decent damage, it's a good mid-game rifle. And This Machine keeps that going into the late game with more damage and crit chance to make use of that delightful .308 AP.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:FalloutNewVegasBattle_rifle.jpg|500px|thumb|none|The in-game model for the Battle Rifle.]]&lt;br /&gt;
[[File:Fnvgarand-1.jpg|thumb|none|500px|This unique Machine. The marking is only present on the left side of the gun, hence the inconsistency with the other images.]]&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, and 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 subbing out the Varmint Rifle, doing more damage and using a more versatile cartridge than the Varmint tempered by how mediocre .357 gets against armor. &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 octagonal 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. Faster reload than the normal Repeater, faster fire rate and DPS combo'd with a scope, this thing was built to pop lightly armored Fiends. &lt;br /&gt;
[[Image:1886wcf.jpg|thumb|450px|none|Winchester 1886 - .45-70 Gov't]]&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 was likely at some point meant to chamber .30-30 WCF but the cartridge was cut from the game due to having too much overlap with the gameplay role .308 Win chambered weapons play in-game, this is evident by the thinner loading gate on the side of the rifle. The Trail Carbine can be found in places such as Bonnie Springs or Red Rock Canyon and it can be modified with a scope. The Trail Carbine is mostly a straight upgrade over the Cowboy Repeater, with more damage and critical hit power and the ability to mount a scope as a mod. Don't knock it till you try it.&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 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 (excluding Lily Bowen's Assault Carbine, though the suppressor on that rifle is unobtainable by the player). The Hunting Rifle is one of the perfect mid to high 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. &lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;Paciencia&amp;quot; (Spanish for Patience) unique variant, which can be bought from Cliff Briscoe in Novac. 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 deals extra critical damage and has high 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. According to lead designer Josh Sawyer, this rifle was called &amp;quot;Paciencia&amp;quot; because its user &amp;quot;better make them (the three shots per magazine) count&amp;quot;. &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 cartridges 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;
==Marlin Model 1895==  &lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;Brush Gun&amp;quot;, firing .45-70 Gov't rounds out of a six-round tube magazine. Although it is said by Josh Sawyer, the game's lead designer, that it &amp;quot;is not based on one gun specifically, but guns like the [[Winchester Model 1886]] and Marlin Guide Gun&amp;quot;, the Winchester influence only comes with the &amp;quot;forged receiver&amp;quot;, the Brush Gun's only modification, which gives it 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, with high power and decent accuracy with a plethora of flavors of custom ammo to sink the skill points you need to make this thing effectively into. Do not doubt how utterly busted the HP .45-70 is out of this thing.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' 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 Medicine Stick is better in every way than the Brush Gun, albeit not as overwhelmingly as the other GRA weapons. That being said it's still a high powered and accurate boomstick with more accuracy and an easier to read sight picture. &lt;br /&gt;
[[Image:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70 Gov't]]&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 works 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, thankful that it only has one rear sight.]]&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 &amp;quot;Gauss Rifle&amp;quot; returns from ''Fallout 3'''s ''Operation: Anchorage'' DLC, now sporting a buttplate on the stock. 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 only used when the rifle &amp;quot;jams&amp;quot; by rotating it back into place). 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 outclassing even the Hecate II 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 only 4 MFCs per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier. Make of that what you will.&lt;br /&gt;
[[image:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]]&lt;br /&gt;
[[File:FNV Gauss Rifle.jpg|thumb|none|500px|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 YCS 186.jpg|thumb|none|500px|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 the (decorative) grid-like scope reticle for compensating drop and lead, similar to vehicle-based gunsights; the only actual marks present are for drop, presumably in mils.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
An early-pattern [[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 &amp;quot;Infiltrator&amp;quot; (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) from the ''Fallout 3'' DLC ''The Pitt'' 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|An Infiltrator locked away in Mick &amp;amp; Ralph's, with a Tri-beam Laser Rifle and 10mm Pistol above and below it. Just creeping into the shot at the left is the Railway Rifle, yet another ''Fallout 3'' weapon; this was a fictional improvised weapon that fired railroad spikes as ammunition, and was capable of pinning dismembered limbs to walls.]]&lt;br /&gt;
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==&amp;quot;Chinese Assault Rifle&amp;quot;==&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 a rifle; while highly indistinct, given how the rifle appears to have an AK-style magazine and an [[RPD]]-like handguard, and that this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to represent the &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.&lt;br /&gt;
&lt;br /&gt;
The rifle itself also appears in the game in a non-usable form. During the quest &amp;quot;How Little We Know&amp;quot; the Courier may be tasked with destroying a weapons stockpile using thermite; amid the rubble is the front sight and muzzle of a Chinese Assault Rifle. The rifle's magazines also appear as the pickup model for 5.56mm rounds.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:AS_Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Fallout3AK.jpg|thumb|none|500px|The &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.]]&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;
[[File:Fnvzhar-1.jpg|thumb|none|600px|The Courier comes across two Type 93 magazines whilst wandering Vault 11.]]&lt;br /&gt;
[[File:Fnvzhar-2.jpg|thumb|none|600px|The remains of a Chinese Assault Rifle, destroyed by thermite; if the view is clipped into this pile of rubble via cheats the entire model of the rifle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sniper Rifle&amp;quot;==&lt;br /&gt;
The fictitious &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' (based on the also fictitious &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout]]'' and ''[[Fallout 2]]'') returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. 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. 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.&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. 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). 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.&lt;br /&gt;
&lt;br /&gt;
The ''Old World Blues'' 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 other 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;
[[File:FNV Sniper Rifle.jpg|thumb|none|500px|The in-game model of the Sniper Rifle. The bipod is sadly never used, though concept art for ''Fallout 3'' indicates that it is also intended to function as a grip.]]&lt;br /&gt;
[[File:FNV Sniper Rifle Modded.jpg|thumb|none|500px|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|500px|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|500px|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;
==&amp;quot;Light Machine Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;Light Machine Gun&amp;quot; consists of the receiver and stock of an [[M249]], and the handguard and barrel assembly from an [[M60]]. It also has some other non-standard features including a shortened stock (presumably to prevent clipping into character models when shouldered), a wooden carry handle, pistol grip and handguard, a differently designed front sight post, 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. The weapon's sights are a somewhat bizarre reversed notch setup. 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. Unlike the real M249, the LMG appears to fire from a closed bolt and its charging handle reciprocates when fired. 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 ''Gun Runners' Arsenal'' DLC adds the fictitious, 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 and being compatible with repairing the former when its condition has deteriorated enough, 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. How viable that exactly ''is'' will be up to you.&lt;br /&gt;
[[Image:M249Minimi1stPattern.jpg|thumb|none|450px|FN M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegasLMGRend.jpg|500px|thumb|none|The in-game model of the Light Machine Gun.]]&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|450px|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 [[M1918A2 Browning Automatic Rifle]] was added in ''Dead Money'', 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. This weapon is chambered in .308 ammunition and as such is the only fully automatic weapon in the game that utilizes this ammo. 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. &lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, it is the least accurate automatic weapon in the game, even worse than the SMGs. This problem is compounded by its small capacity magazines, low fire rate (even when upgraded), high weight at 16lbs (even beating out the LMG which is a pound lighter), and poor durability. Its only redeeming quality is its damage - the highest of any automatic weapon.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Coltmonitor.jpg|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[Image:FONV BAR.jpg|thumb|none|500px|The in-game model of the Automatic Rifle, complete with carrying handle. The charging handle on the in-game weapon has been moved to the location of the ejection port on a real BAR (so that it can reuse animations from the Sniper Rifle), and the ejection port itself has been accordingly lowered. Also of note is the smaller magazine due to the rifle's in-game chambering of .308 Winchester and not the longer .30-06.]]&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 (oversized) ejected casings seem to imply that the cartridges have a belt, which .308 Winchester 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. The most accurate shotgun tip is not a joke, the Dinner Bell is a VERY accurate shotgun that makes very effective use of almost any custom ammo you can stuff in it. Slugs, Coin Shot, Magnum shells, you name it and this gun will pattern that blast directly into whatever you need dead.&lt;br /&gt;
[[Image:870wngmstr16-prod.jpg|thumb|none|450px|Remington 870 Wingmaster - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasHuntingShotgun.jpg|thumb|500px|none|The standard Hunting Shotgun. Note the slightly wider trigger guard.]]&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 870 uniquely uses a yellow-coloured shell instead of the red ones all the other 12 gauge weapons use, although it still ejects red-coloured shells when fired.]]&lt;br /&gt;
[[Image:FalloutNVHuntShotgun-3.jpg|thumb|none|600px|The Courier aims his Hunting Shotgun at some evil looking bricks. Due to animations for the Hunting Rifle being reused for the Model 870, the player's left hand will grip the section of magazine tube before the forend, with pumping animations involving the left hand moving ahead to grip and cycle said forend and back to holding onto the tube.]]&lt;br /&gt;
[[Image:FONV DinnerBell.jpg|thumb|500px|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 over/under double-barrel shotgun called the &amp;quot;Caravan Shotgun&amp;quot; appears in game. 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 with moderately less accuracy at a cost of still being capped by the 20 gauge chambering.&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered the 'Caravan Pack' version of ''New Vegas'' (or purchased the ''Courier's Stash'' 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|450px|Otto Seelig O/U - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasCaravanShotgun.jpg|thumb|none|500px|The in-game model for the Caravan Shotgun. Note the single trigger and unevenly sawed short barrels. The screw fixed onto the breech release lever serves as a makeshift iron sight for the 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;
[[File:Fnvcaravan-1.jpg|thumb|none|500px|The model for the Sturdy Caravan Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riot Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Riot Shotgun&amp;quot; is a fictitious semi-automatic shotgun (bearing some very loose similarites to the [[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto]]) 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. It may also be wielded by enemies during the ''Honest Hearts'' and ''Lonesome Road'' DLCs if the player's level is high enough.&lt;br /&gt;
&lt;br /&gt;
The Riot Shotgun is far and away the fastest-firing shotguns in the game allowing you to send shells as fast as you think you need to. It's also one of the heaviest in the game, with a middling spread and damage alongside eating up a lot of 12 gauge ammo if you're not careful. That being said, the Riot Shotgun is a great candidate to pair with the &amp;quot;And Stay Back&amp;quot; perk which grants each fired pellet a chance to knock down targets.&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|450px|Hawk Semi-Auto - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasRiotShotgun.jpg|thumb|none|500px|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]] 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. &lt;br /&gt;
&lt;br /&gt;
It is generally the best 20 gauge shotgun, being given a proper magazine and a fast rate of fire to capitalize on sending as much 20 gauge as fast as possible. That being said the middling returns on damage you get with 20 gauge and the overall bad ability for 20 gauge to kill anything you're aiming at once armor is involved makes this less ideal long-term. That and a sluggish reload.&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|500px|The Lever-Action Shotgun in the game. Its receiver has a more straighter shape, likely to fit with in-game animations. Note the metal plate on the grip, similar to the one on the ''[[Terminator 2]]'' gun; however, unlike the ''T2'' gun, it is modelled as part of the grip and not the lever.]]&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 and the highest per-shot damage of any 20 gauge shotgun in the game at a cost of its lack of real damage to anything wearing armor, and it being outclassed by any other shotgun in almost every other respect.&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. Additionally, if a trap was disarmed after it has been triggered, it will still yield one full shell, instead of an empty hull (which is also an item in the game).&lt;br /&gt;
[[Image:NewEnglandpardner.jpg|thumb|none|450px|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|500px|thumb|none|A Single Shotgun set up as a trap. Note the presence of what appears to be an electric motor powered by a microfusion cell (an energy weapon ammo type) set up to spool up a wire to pull the trigger, begging the question why the tripwire activates this motor rather than pulling the trigger itself. 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 [[Sawn-off double barreled shotgun|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 different pistol grip) 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, Omerta &amp;quot;button men&amp;quot;, 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 thirty 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|500px|The in-game Sawed-off model. Note that it has a proper pistol grip, compared to the image above.]]&lt;br /&gt;
[[File:Fnvsawnoff-1.jpg|thumb|none|600px|The Courier stands in the lobby of the REPCONN Test Site with a Sawed-Off Shotgun at hand, on the lookout for any ghouls.]]&lt;br /&gt;
[[File:Fnvsawnoff-2.jpg|thumb|none|600px|Checking the sights reveals that there aren't any.]]&lt;br /&gt;
[[File:Fnvsawnoff-3.jpg|thumb|none|600px|After shooting two 12 gauge shells at absolutely nothing, the Courier dumps out the old shells...]]&lt;br /&gt;
[[File:Fnvsawnoff-4.jpg|thumb|none|600px|...mashes in some new ones...]]&lt;br /&gt;
[[File:Fnvsawnoff-5.jpg|thumb|none|600px|...and flicks the shotgun shut.]]&lt;br /&gt;
[[File:FNV Big Boomer.jpg|thumb|none|500px|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 can be upgraded with a &amp;quot;long barrel&amp;quot; to increase grenade velocity and range. Because the launcher reuses the 20 gauge Pardner's reload animation, its user will cock a non-existent external hammer. The M79 is baby's first explosive weapon, with middling damage and a fast rate of fire but inferior to later grenade launchers. Don't knock it though, it's got a key fun trick. Knocking over enemies.&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. All for the low cost of finding it amongst the ants of the Array.&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 ''Courier's Stash'' DLC, they acquire the &amp;quot;Mercenary's 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|500px|The first unique M79 variant, &amp;quot;Thump-Thump&amp;quot;, with a beaver holding an [[M1 Garand]] on the stock...]]&lt;br /&gt;
[[File:Fnvm79-1.jpg|thumb|none|500px|...the second one, the Mercenary's Grenade Rifle...]]&lt;br /&gt;
[[File:FNV Red Victory.jpg|thumb|none|500px|...the third 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|500px|...and the fourth 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, presumably so that it can reuse animations from the Remington 870. Most Boomers carry it, along with one of the caravan guards at the start of the ''Honest Hearts'' DLC, and it can also be found in a few locations or purchased from several traders.&lt;br /&gt;
&lt;br /&gt;
Consistent with ''New Vegas'''s design philosophy of making less powerful weapons still valuable after the player has found an &amp;quot;upgrade&amp;quot;, while it initially 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. Additionally unlike the Grenade Rifle, the Launcher has no extended barrel upgrade to increase its range, which limits its potential for long range bombardment without extensive practice in learning its projectile arc.&lt;br /&gt;
&lt;br /&gt;
A modified version named the &amp;quot;Holorifle&amp;quot; appears in the ''Dead Money'' 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: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 fictitious large fully-automatic 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 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 late game explosive weapon in comparison to the Missile Launcher or Fatman, a high damage but relatively controllable death machine capped by the rarity of 25mm ammo in the wastes.&lt;br /&gt;
&lt;br /&gt;
The unique variant, &amp;quot;Mercy&amp;quot;, can be found in Dead Wind Cavern. Apparently a relic from before the nukes fell, it has &amp;quot;Hei Gui Bye Bye&amp;quot; spraypainted on its 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. It also rocks a rechambering to 40mm, drastically improving its damage and power at a cost of reduced ammo capacity and making it harder to keep this stocked up when playing on Hardcore due to how heavy 40mm ammo is.&lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:GrenadeMachinegun.jpg|thumb|none|500px|The in-game model of the &amp;quot;Grenade Machinegun&amp;quot;.]]&lt;br /&gt;
[[File:FNV Mercy.jpg|thumb|none|500px|The unique &amp;quot;Mercy&amp;quot; variant.]]&lt;br /&gt;
[[File: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 serves as storage for the 25mm drums.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;25mm Grenade APW&amp;quot;*==&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;25mm Grenade APW&amp;quot; (Anti-Personnel Weapon), a fictitious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the [[Remington 1100]]. Being a ''GRA'' weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, Alexander at the 188 Trading Post, among others.&lt;br /&gt;
&lt;br /&gt;
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. 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 8-round extended magazine (called an &amp;quot;expanded drum&amp;quot;, despite not actually being a drum magazine).&lt;br /&gt;
[[File: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|500px|The in-game model of the 25mm Grenade APW.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW Modded.jpg|thumb|none|500px|A fully-modified APW. The &amp;quot;Upgraded Internals&amp;quot; mod doesn't change the weapon's appearance.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLauncher-2.jpg|thumb|none|600px|The Courier holds his Grenade APW after &amp;quot;accidentally&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 APW; note the lack of a front sight.]]&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 &amp;amp; Explosives=&lt;br /&gt;
==M84 Stun Grenade*==&lt;br /&gt;
The ''Lonesome Road'' DLC adds the [[M84 stun grenade]] as the &amp;quot;Flash Bang&amp;quot;. Unlike regular grenades, it deals fatigue damage, reduces enemy weapon skills, and has a chance to frenzy Tunnelers.&lt;br /&gt;
&lt;br /&gt;
Prior to its addition in ''Lonesome Road'', the M84 appeared as an unused weapon in the base game named the &amp;quot;Stun Grenade&amp;quot;. This version had circular holes in the body and a differently-shaped fuse and lever.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[File:FNV Flashbang.jpg|thumb|none|400px|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|600px|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'' are heavily based on the Danish [[M23 Haanbombe]]. 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;
[[File:DanishGrande.jpg|thumb|none|200px|M23 Haanbombe]]&lt;br /&gt;
[[File:FNV Frag Grenade.jpg|thumb|none|400px|The in-game grenade model. The sharp bend in the spoon is more typical of Soviet grenades like the [[F-1 hand grenade]].]]&lt;br /&gt;
[[File:FNV Grenade Bouquet.jpg|thumb|none|400px|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. Perhaps the Explosives skill requirement to disarm a rather rudimentary trap gives the Courier the resources to fashion new pins.]]&lt;br /&gt;
[[File:FNV Holy Frag Grenade.jpg|thumb|none|400px|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|400px|The in-game model for the incendiary grenade.]]&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|500px|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;
==TM-46 Anti-Tank Mine==&lt;br /&gt;
The &amp;quot;Frag Mine&amp;quot;, a recoloured and shrunken [[TM-46 anti-tank mine]], returns from the previous game. It functions more or less the same as it did in ''Fallout 3'', producing a small explosion after beeping for a few seconds when a target gets close enough, the duration and proximity for detection depending on the Courier's Explosives skill. Mines planted as traps can be found in a variety of locations, sometimes hidden under corpses or other objects.&lt;br /&gt;
&lt;br /&gt;
In ''Dead Money'', another variant of the TM-46 appears; it is known as the &amp;quot;Demolition Charge&amp;quot;, and must be bought from Sierra Madre vending machines for 75 chips each after the appropriate holotape is found. Compared to the more common Frag Mine, Demo Charges feature a negligibly higher amount of damage and no Explosives skill requirement, but are also three times as heavy, weighing 1.5 pounds instead of 0.5. It also has a different skin, sporting a yellower body with diagonal black stripes along the sides and a partially-obscured radiation symbol on top (though the charge does not afflict any radiation damage).&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:NV_frag_mine.jpg|thumb|none|500px|The Frag Mine model. The handle is not used, and appears to be a relic of its anti-tank basis.]]&lt;br /&gt;
[[File:Fnvtm46-1.jpg|thumb|none|500px|The model for the &amp;quot;Demolition Charge&amp;quot;. One would think that a proximity-detonated demolition charge would be a bad idea.]]&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 [[80 cm Kanone (E)|''Schwerer Gustav'' 80cm railway gun]] and 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|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:FNV AA Gun.jpg|thumb|none|500px|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|500px|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 fictitious &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. The Flamer has one modification - &amp;quot;Expanded Tanks&amp;quot;, which double its ammunition capacity. Low damage, high rate of ''fire'' and usually defeating armor, if you can take the brunt of getting shot while using it, it's a messy but fun main arm for Energy Weapon builds.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' 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|450px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:M2A1-7 Flamethrower.jpg|thumb|none|450px|M2A1-7 Flamethrower]]&lt;br /&gt;
[[File:FNV Flamer.jpg|thumb|none|500px|The in-game model of the &amp;quot;Flamer&amp;quot;.]]&lt;br /&gt;
[[File:FNV Flamer Modded.jpg|thumb|none|500px|A Flamer fitted with the &amp;quot;Expanded Tanks&amp;quot; modification.]]&lt;br /&gt;
[[File:FNV Cleansing Flame.jpg|thumb|none|500px|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;
==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|500px|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 instead of the real gun's 650, and its accuracy is somewhat poor. 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 ''Old World Blues''. Amusingly enough, despite being an airgun firing BBs, it it still considered a firearm 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 part 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 secretly boasts 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 and higher than any weapon in the game except for the Brush Gun, Medicine Stick, Anti-Materiel Rifle, Paciencia and Gobi Campaign Scout Rifle.); 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 (which is located directly in front of Fields' Shack).&lt;br /&gt;
[[File:199852 lg.jpg|thumb|none|450px|Daisy Red Ryder]]&lt;br /&gt;
[[File:FNV BB Gun.jpg|thumb|none|500px|The in-game model of the BB Gun.]]&lt;br /&gt;
[[File:Fnvredryder-1.jpg|thumb|none|600px|The Courier prepares to do some indoor plinking with a Red Ryder. Unlike the Lone Wanderer, the Courier's left hand does not fully grasp around the barrel; this is to allow for...]]&lt;br /&gt;
[[File:Fnvredryder-2.jpg|thumb|none|600px|...proper usage of the sights.]]&lt;br /&gt;
[[File:Fnvredryder-3.jpg|thumb|none|600px|It also now uses the same cycling animation as the game's other lever-action weapons.]]&lt;br /&gt;
[[File:Fnvredryder-4.jpg|thumb|none|600px|Reloading begins with the Courier opening the loading gate; as in ''Fallout 3'', it is incorrectly located on the underside of the barrel instead of the left side.]]&lt;br /&gt;
[[File:Fnvredryder-5.jpg|thumb|none|600px|It is then loaded up with BBs...]]&lt;br /&gt;
[[File:Fnvredryder-6.jpg|thumb|none|600px|...and finished off with a rack of the lever.]]&lt;br /&gt;
[[File:Fnvredryder-7.jpg|thumb|none|600px|The jam animation gives a better view of the action being worked.]]&lt;br /&gt;
[[File:Fnvredryder-8.jpg|thumb|none|600px|The BB Gun being aimed in third-person.]]&lt;br /&gt;
[[File:FNV LE BB Gun.jpg|thumb|none|500px|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;
{{Fallout Series}}&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Operation:_Harsh_Doorstop&amp;diff=1559591</id>
		<title>Operation: Harsh Doorstop</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Operation:_Harsh_Doorstop&amp;diff=1559591"/>
		<updated>2023-02-27T22:43:39Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Operation: Harsh Doorstop&lt;br /&gt;
|picture =OHD artwork.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|date= Feb 15, 2023&lt;br /&gt;
|developer=Drakeling Labs&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Operation: Harsh Doorstop''' is a free-to-play, tactical, first person shooter made as sort of tribute to games similar to the likes of ''[[Insurgency]]'', ''[[Rising Storm 2: Vietnam]]'', and ''[[Project Reality]]''. It is also being advertised as a type of sandbox game for the modding community, everything can be configured to the user's desire in the SDK. The current released build features multiple factions of various time periods, such as the Imperial German Army, North Vietnamese Army, and Middle Eastern Insurgents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
An [[M1911]] appears as a primary weapon for the Squad Leaders for the (anachronistic for the era) WWI US Army faction, and as sidearm for the WWII and Vietnam era US forces.&lt;br /&gt;
&lt;br /&gt;
[[File:COLTM1911 1913.jpg|350px|thumb|none|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:M1911Render.jpg|600px|thumb|none|A render of the M1911 model used in Operation Michael and Overlord, lacking any markings.]]&lt;br /&gt;
[[File:M1911A1Render.jpg|600px|thumb|none|Ditto, but the Operation Rolling Stone version, slightly better markings and a correct pin layout for the rear frame.]]&lt;br /&gt;
[[File:OHD 1911.jpg|600px|thumb|none|An American officer wielding his trusty sidearm in WWI, presumably stolen out of the time warp that taught him a two-handed grip.]]&lt;br /&gt;
[[File:OHD 1911Irons.jpg|600px|thumb|none|A look through the irons...]]&lt;br /&gt;
[[File:OHD 1911Reload1.jpg|600px|thumb|none|Inserting a fresh magazine]]&lt;br /&gt;
[[File:OHD 1911Slidelock.jpg|600px|thumb|none|At least the slide locks back like it should.]]&lt;br /&gt;
[[File:OHD 1911 Safety.jpg|600px|thumb|none|Whenever the player character unequips any sidearm, the character will always engage the safety, and also disengage it every time it is re-equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] incorrectly appears under the nomenclature of &amp;quot;Luger P38&amp;quot; and is the sole weapon for the Squad Leader kit of the Imperial German Army faction, a more accurate choice would have been an actual [[Luger P08]], or a [[Mauser C96]]. However, it is more accurately depicted as the sidearm for the Wehrmacht.&lt;br /&gt;
&lt;br /&gt;
[[File:Mauser-P38.jpg|350px|thumb|none|Mauser production Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:P38Render.jpg|600px|thumb|none|Behold, a P38!]]&lt;br /&gt;
[[File:OHD P38.jpg|600px|thumb|none|A German officer somehow wielding a P38 during WWI A time traveler perhaps?]]&lt;br /&gt;
[[File:OHD P38 Irons.jpg|600px|thumb|none|The iron sights of this vintage piece.]]&lt;br /&gt;
[[File:OHD P38 Reload1.jpg|600px|thumb|none|Dry reloading a P38, flick the magazine release and simply swapping mags.]]&lt;br /&gt;
[[File:OHD P38 Slidelock.jpg|600px|thumb|none|And then running out of bullets.]]&lt;br /&gt;
[[File:OHD P38Safety.jpg|600px|thumb|none|The officer flips the safety on his anachronistic sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
Unlike the entry above, the [[Beretta M9]] correctly appears as the sidearm to the Gulf War era US Army faction. Available only to Squad Leader and Marksman kits.&lt;br /&gt;
[[File:M9-pistolet.jpg|350px|thumb|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:BerettaM9Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M9.jpg|600px|thumb|none|[[Call of Duty 4: Modern Warfare|&amp;quot;Your show sucks!&amp;quot;]]]]&lt;br /&gt;
[[File:OHD M9Draw.jpg|600px|thumb|none|The user thumbs the hammer on is Beretta upon equipping it...]]&lt;br /&gt;
[[File:OHD M9Safety.jpg|600px|thumb|none|...only to engage the safety and decocker while unequipping it.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov]] appears as the sidearm available to the NVA, Russian military, and Insurgent factions. Much like the M9, it's also exclusive to Squad Lead and Marksman kits.&lt;br /&gt;
[[File:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm]]&lt;br /&gt;
[[File:MakarovRender.jpg|600px|thumb|none|The render of the PM.]]&lt;br /&gt;
[[File:OHD Makarov.jpg|600px|thumb|none|Back to the past, an NVA soldier in the jungle brandishes his Makarov.]]&lt;br /&gt;
[[File:OHD MakarovIrons.jpg|600px|thumb|none|Almost twenty some years after Vietnam. His Russian counterpart finally gives us a look down the sights in 1991.]]&lt;br /&gt;
[[File:OHD MakarovReload.jpg|600px|thumb|none|Flashing back to Vietnam, the NVA soldier performs a retention reload on the PM.]]&lt;br /&gt;
[[File:OHD MakarovSlideLock.jpg|600px|thumb|none|In his excitement, he neglected the fact that it only holds 8 rounds. ]]&lt;br /&gt;
[[File:OHD MakarovEmptyReload.jpg|600px|thumb|none|[[Half-Life 2|&amp;quot;Don't forget to reload, Dr. Freeman.&amp;quot;]]]]&lt;br /&gt;
[[File:OHD MakarovSlideRack.jpg|600px|thumb|none|Racking the slide, chambering the fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 Gen 5==&lt;br /&gt;
A [[Glock 19]] appears exclusively as a sidearm for the PMC faction at the date of this writing. Appropriately named &amp;quot;Triarc&amp;quot; in game, due to it sporting an aftermarket Triarc slide. For obvious reasons, it lacks animations as far as engaging the safety or cocking the hammer is concerned. &lt;br /&gt;
[[File:G19 Gen5 FS.jpg|350px|thumb|none|Glock 19 Gen 5 - 9x19mm]]&lt;br /&gt;
[[File:Glock19render.jpg|600px|thumb|none|A better look at the Gen 5 frame.]]&lt;br /&gt;
[[File:TriarcGlockSlide.jpg|600px|thumb|none|A close up render of the slide, showing the Triarc markings.]]&lt;br /&gt;
[[File:OHD G19.jpg|600px|thumb|none|Generic PMC operator wielding his Franken-Glock 19 during his 80th deployment to the Middle East.]]&lt;br /&gt;
[[File:OHD G19Irons.jpg|600px|thumb|none|A look through the tritium sights.]]&lt;br /&gt;
[[File:OHD G19Reload.jpg|600px|thumb|none|The operator reloads his Glock at his own leisure. Note the Glock logo on the grip.]]&lt;br /&gt;
[[File:OHD G19SlideLock.jpg|600px|thumb|none|And now its out of ammo.]]&lt;br /&gt;
[[File:OHD G19EmptyReload.jpg|600px|thumb|none|Fix that by dropping the mag...]]&lt;br /&gt;
[[File:OHD Glock19EmptyReload2.jpg|600px|thumb|none|Stuff a new one in...]]&lt;br /&gt;
[[File:OHD G19SlideRelease.jpg|600px|thumb|none|And then thumbing the slide release with the off hand.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16 rifle series#M16A2 Rifle|M16A2]] is correctly depicted as the standard issue rifle for the Gulf War US forces. A grenadier variant is also available. As per usual, it is capable of semi auto and three-round burst.&lt;br /&gt;
[[File:M16A2.jpg||thumb|none|350px|M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2 Render.jpg|600px|thumb|none|Word to the motherfuckin' street, yo!]]&lt;br /&gt;
[[File:OHD M16A2.jpg|600px|thumb|none|The M16A2 in all its glory, we should all be fairly familiar with how this rifle works.]]&lt;br /&gt;
[[File:OHD M16A2irons.jpg|600px|thumb|none|A look through the irons, not as obstructive as some games incorrectly depict them being.]]&lt;br /&gt;
[[File:OHD M16A2Reload.jpg|600px|thumb|none|Performing a tactical reload. While becoming increasingly common in games, the bolt release is also protruding outward, indicating the weapon is empty.]]&lt;br /&gt;
[[File:OHD M16A2BoltRelease.jpg|600px|thumb|none|The grunt gently releasing the bolt with his thumb, as opposed to slapping it with his palm seen in other titles.]]&lt;br /&gt;
[[File:OHD M16A2BoltCheck.jpg|600px|thumb|none|He then cants the rifle to visually inspect the bolt has gone into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
The [[M16A1]] is available to the Vietnam era US forces.&lt;br /&gt;
[[File:M16A1.jpg|thumb|none|350px|M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A1 render.jpg|600px|thumb|none|An unused variant with a Colt 3x20 scope can also be found in the SDK.]]&lt;br /&gt;
[[File:OHD M16A1.jpg|600px|thumb|none|GI Joe with his M16A1 in the rice paddies. He just needs to keep an ear open for the trees.]]&lt;br /&gt;
[[File:OHD M16A1Irons.jpg|600px|thumb|none|Checking the irons on the M16A1]]&lt;br /&gt;
[[File:OHD M16A1Reload.jpg|600px|thumb|none|Reloading his A1. The taped mags are sadly not usable in the game.]]&lt;br /&gt;
[[File:OHD M16A1Boltrelease.jpg|600px|thumb|none|Releasing the bolt on his new rifle.]]&lt;br /&gt;
[[File:OHD M16A1Boltcheck.jpg|600px|thumb|none|The GI tilts his rifle to check the bolt, this at least gives us a good view of the upper receiver to confirm it is indeed an A1, and not a C7 style upper.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] is available as the main rifle to the Russian military and Insurgent factions. Oddly enough, it is a standard AK-74 that is fitted with an AK-74M's handguard, and is fitted with a fixed black synthetic stock much like the Bulgarian produced variant.&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|350px|AK-74 - 5.45x39mm &amp;lt;br&amp;gt;A proper Russian made AK-74 for comparison]]&lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|A Bulgarian produced AK-74. &amp;lt;br&amp;gt;It seems to bear a significant resemblance to the one in-game.]]&lt;br /&gt;
[[File:AK74render.jpg|600px|thumb|none|Render of the AK-74 in the game's SDK.]]&lt;br /&gt;
[[File:OHD AK74.jpg|600px|thumb|none|The AK-74 in the hands of a Russian soldier deployed somewhere in the Middle East or in Central Asia.]]&lt;br /&gt;
[[File:OHD AK74Irons.jpg|600px|thumb|none|A look through the tried and true irons.]]&lt;br /&gt;
[[File:OHD AK74Reload.jpg|600px|thumb|none|The Russian grunt reloads his AK-74 in the classic Soviet dominant-hand style.]]&lt;br /&gt;
[[File:OHD AK74Bolt.jpg|600px|thumb|none|When swapping out an empty mag for a fresh one, he then uses the same hand to charge the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is available to the US WWII era faction. Available to the Rifleman and Grenadier kits.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:M1GarandRender.jpg|600px|thumb|none|A Garand haunted by a loaded and unloaded clip.]]&lt;br /&gt;
[[File:OHD M1Garand.jpg|600px|thumb|none|On the harsh fields of Monte Cassino, a GI totes his Garand into battle.]]&lt;br /&gt;
[[File:OHD M1Garand Irons.jpg|600px|thumb|none|A look through the Garand's iconic iron sights]]&lt;br /&gt;
[[File:OHD M1Garand Reload.jpg|600px|thumb|none|A new enbloc clip being inserted, the Garand is also capable being reloaded without expending the entire clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is usable by the US Vietnam Squad Leader kit, it is also capable of being fired in full auto as well.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm]]&lt;br /&gt;
[[File:M14Render.jpg|600px|thumb|none|Yep, that's an M14.]]&lt;br /&gt;
[[File:OHD M14.jpg|600px|thumb|none|One of the classic battle rifles back in its old stomping grounds.]]&lt;br /&gt;
[[File:OHD M14Irons.jpg|600px|thumb|none|A look through the familiar sights.]]&lt;br /&gt;
[[File:OHD M14Reload2.jpg|600px|thumb|none|Performing an off-hand reloading on the M14...]]&lt;br /&gt;
[[File:OHD M14Bolt.jpg|600px|thumb|none|...the GI now slingshotting the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Paratrooper Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] also appears available to the Medic kit &lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1CarbineRender.jpg|600px|thumb|none|He was just a rookie trooper and he surely shook with pride...]]&lt;br /&gt;
[[File:OHD M1A1Carbine.jpg|600px|thumb|none|A US Medic with an M1A1 Carbine while lurking through some local settlement.]]&lt;br /&gt;
[[File:OHD M1A1Carbine Irons.jpg|600px|thumb|none|A look through the rear peep sight.]]&lt;br /&gt;
[[File:OHD M1A1Carbine Reload.jpg|600px|thumb|none|The medic takes the initiative to reload his carbine...]]&lt;br /&gt;
[[File:OHD M1A1Carbine Reload2.jpg|600px|thumb|none|...and then charges the carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is used as the main service rifle of the WWI era US forces, and used by the Sniper kit in the WWII US faction.&lt;br /&gt;
[[File:M1903Mark1.jpg|450px|thumb|none|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903 scoped.jpg|450px|thumb|none|Springfield M1903A1 with 7.8x Unerti scope- .30-06 Springfield]]&lt;br /&gt;
[[File:1903Render.jpg|600px|thumb|none|Render of the Springfield M1903 and its sniper variant]]&lt;br /&gt;
[[File:OHD 1903.jpg|600px|thumb|none|A Doughboy threatens the far off tree line with a M1903.]]&lt;br /&gt;
[[File:OHD 1903 Irons.jpg|600px|thumb|none|Sighting it in with the skinny original M1903 sights.]]&lt;br /&gt;
[[File:OHD 1903 Bolt.jpg|600px|thumb|none|The Doughboy works the bolt on his issued rifle.]]&lt;br /&gt;
[[File:OHD 1903 Reload.jpg|600px|thumb|none|Currently, all bolt action rifles available in the base game are reloaded one round at a time, even if all rounds fully expended.]]&lt;br /&gt;
[[File:OHD 1903 Sniper.jpg|600px|thumb|none|The time travelling Unertl scope strikes the Doughboy here in France.]]&lt;br /&gt;
[[File:OHD 1903 Scope.jpg|600px|thumb|none|And behold, the thin reticle of this 1930's vintage optic.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is anachronistic, seen being used by the Imperial German Army. More accurately, it is also used by the Rifleman, Medic, Grenadier, and Sniper kits in the Wehrmacht. &lt;br /&gt;
[[File:Karabiner-98K.jpg|450px|thumb|none|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Mauser K98 Sniper.jpg|450px|thumb|none|Karbiner 98k with a ZF-42 scope]]&lt;br /&gt;
[[File:Kar98kRender.jpg|600px|thumb|none|Render of the scoped and unscoped K98.]]&lt;br /&gt;
[[File:OHD Kar98k.jpg|600px|thumb|none|A Imperial German uses the rifle of his son a few decades early.]]&lt;br /&gt;
[[File:OHD Kar98kIrons.jpg|600px|thumb|none|And enjoys the luxury of a hooded front sight, a rare thing in 1916.]]&lt;br /&gt;
[[File:OHD Kar98kBolt.jpg|600px|thumb|none|The German soldier working the bolt on his anachronistic Karabiner]]&lt;br /&gt;
[[File:OHD Kar98kReload.jpg|600px|thumb|none|Inserting one round at a time...]]&lt;br /&gt;
[[File:OHD Kar98kSafety.jpg|600px|thumb|none|The soldier flicks the safety off his rifle, this happens every time he equips it, but never when he unequips it.]]&lt;br /&gt;
[[File:OHD Kar98Sniper.jpg|600px|thumb|none|His sniper counterpart featuring the scoped variant of the rifle.]]&lt;br /&gt;
[[File:OHD Kar98Sniper Scope.jpg|600px|thumb|none|A view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FG42/II==&lt;br /&gt;
The [[FG42]] appears available to the Auto Rifleman kit in the Wehrmacht faction. &lt;br /&gt;
[[File:FG 42 II.jpg|350px|thumb|none|FG42/II - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:FG42Render.jpg|600px|thumb|none|Side profile of the FG42/II in the SDK.]]&lt;br /&gt;
[[File:OHD FG42.jpg|600px|thumb|none|A German soldier with his rather uncommon rifle during an unknown period in the mid 1940s]]&lt;br /&gt;
[[File:OHD FG42Irons.jpg|600px|thumb|none|A look through the FG42's irons, unfortunately no variant with the optic exists at this time.]]&lt;br /&gt;
[[File:OHD FG42Reload.jpg|600px|thumb|none|He then reloads his paratrooper rifle...]]&lt;br /&gt;
[[File:OHD FG42Reload2.jpg|600px|thumb|none|...inserting a fresh mag...]]&lt;br /&gt;
[[File:OHD FG42Bolt.jpg|600px|thumb|none|...and pulls the charging handle, you all know how these work.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47 Type II==&lt;br /&gt;
The [[AK-47#AK-47|AK-47 Type II]] appears available to the NVA, Insurgents, and Russian military factions.  &lt;br /&gt;
[[File:AK-47 type II Part DM-ST-89-01131.jpg|450px|thumb|none|AK-47 Type II with a slabsided magazine - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47Render.jpg|600px|thumb|none|The render of the AK, the metal stock bracket confirming it as a Type II.]]&lt;br /&gt;
[[File:OHD AK47.jpg|600px|thumb|none|The AK-47 in the hands of an NVA soldier.]]&lt;br /&gt;
[[File:OHD AK47Irons.jpg|600px|thumb|none|Iron sights...]]&lt;br /&gt;
[[File:OHD AK47 Reload.jpg|600px|thumb|none|And a fairly typical reload, swap mags...]]&lt;br /&gt;
[[File:OHD AK47 BoltPull.jpg|600px|thumb|none|And charge it with the firing hand.]]&lt;br /&gt;
&lt;br /&gt;
==SKS== &lt;br /&gt;
Available to the NVA and Insurgent teams, the SKS is used by the NVA Squad Leader and Marksman and exclusive to the Insurgent AT Rifleman.&lt;br /&gt;
[[File:Simonov-Russian-SKS45.jpg|450px|thumb|none|Simonov SKS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:SKSRender.jpg|600px|thumb|none|The render of the SKS in the SDK.]]&lt;br /&gt;
[[File:OHD SKS.jpg|600px|thumb|none|Guarding a delicate village with an SKS.]]&lt;br /&gt;
[[File:OHD SKS SingleReload.jpg|600px|thumb|none|If you haven't expended the entire magazine, the player character is capable of reloading it one round at a time.]]&lt;br /&gt;
[[File:OHD SKS ClipReload.jpg|600px|thumb|none|Then if the weapon is completely empty, it's capable of being reloaded with a ten-round stripper clip.]]&lt;br /&gt;
[[File:OHD SKS Scope.jpg|600px|thumb|none|The scoped variant available to the NVA Marksman kit.]]&lt;br /&gt;
[[File:OHD SKS Scopes.jpg|600px|thumb|none|A look through the scope...]]&lt;br /&gt;
[[File:OHD SKS Sniper Irons.jpg|600px|thumb|none|With some scoped weapons, you do have the option to still use the iron sights for closer engagements.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA-58 OSW==&lt;br /&gt;
Exclusive to the PMC team, the [[DSA SA58 OSW|DSA SA-58 OSW]] appears as the primary weapon to the alternate Rifleman kit. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|450px|thumb|none|DSA SA-58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58Render.jpg|600px|thumb|none|As seen in the render, it is fitted with an AR-15 buffer tube adapter and LMT Crane stock, it also feeds from standard 20 round magazines.]]&lt;br /&gt;
[[File:OHD SA-58 (1).jpg|600px|thumb|none|In normal gameplay, the SA-58 uses an EOTech holographic sight. For reasons unknown, the SDK does not show the optics when viewed on certain weapons.]]&lt;br /&gt;
[[File:OHD SA-58 (2).jpg|600px|thumb|none|Except this one, the standard PMC EXPS-3.]]&lt;br /&gt;
[[File:OHD SA-58 (3).jpg|600px|thumb|none|Tactically reloading by juggling mags.]]&lt;br /&gt;
[[File:OHD SA-58 (4).jpg|600px|thumb|none|And then ending this circus routine by locking one in place.]]&lt;br /&gt;
[[File:OHD SA-58.jpg|600px|thumb|none|Unlike some of the guns in the game, the merc actually checks the bolt when it's actually ''empty''.]]&lt;br /&gt;
[[File:OHD SA-58 (5).jpg|600px|thumb|none|The merc hitting the bolt release on his FAL variant, as opposed to pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense Mk 18 SBR==&lt;br /&gt;
The [[Mk 18 Mod 1|Daniel Defense Mk 18 SBR]] is available to the Squad Leader and primary Rifleman kits in the PMCs. The Squad Lead's version sports a suppressor, while the Rifleman's is not. The in game model appears to have Colt style markings on the lower receiver, while it has a Daniel Defense marked upper receiver.  &lt;br /&gt;
[[File:Dd-mk18-factory.JPG|450px|thumb|none|Daniel Defense SBR, to which the pistol grip and RIS are taken from]]&lt;br /&gt;
[[File:Mk18Render.jpg|600px|thumb|none|The render of the Mk 18. It's fitted with the PMC special EXPS-3 holographic sight, Magpul CTR stock, TangoDown stubby grip, a DD overmolded grip and a DD A1 BUIS front sight with KAC 300m folding rear. And OKAY Industry Surefeed mags.]]&lt;br /&gt;
[[File:OHD MK18.jpg|600px|thumb|none|Out in the fun ]]&lt;br /&gt;
[[File:OHD MK18Sight.jpg|600px|thumb|none|A look through the EOTech...]]&lt;br /&gt;
[[File:OHD MK18-2.jpg|600px|thumb|none|Reloading the unsuppressed Mk 18 by yanking out the mag...]]&lt;br /&gt;
[[File:OHD MK18Reload.jpg|600px|thumb|none|Stuffing a new one in the gun. Note our nice Daniel Defense branded upper.]]&lt;br /&gt;
[[File:OHD MK18Boltcheck.jpg|600px|thumb|none|And slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Custom AR-15 Variant==&lt;br /&gt;
An [[AR-15]] variant appears in-game as the &amp;quot;M4A1 M203 Rifle.&amp;quot; Seemingly based on the at-the-moment unused M4A1 in the game's SDK but stretched to fit the M203 model off of the M16A2, what it ''becomes'' is a franken rifle made out of an M4 lower and an 16&amp;quot; Dissipator style upper fitted with a stretched M4 RAS handguard.&lt;br /&gt;
[[File:M16A4M203ACOG.jpg|thumb|none|400px|Artwork of an M16A4 rifle with ACOG scope, KAC M5 RIS handguard, and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4A1GrenadeRender.jpg|600px|thumb|none|SDK render of the abomination. fitted with the Merc EXPS and a stretched to fit M4 RAS handguard. The lack of a relief in the front of the handguard for the 203 mounting point says this is just an M4 RAS rather than the M16A4's M5 RAS. And the texture being identical to the unused M4A1 model seen below makes it more obvious.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (1).jpg|600px|thumb|none|Behold, the desert dustbowl and the Grenadier's abomination rifle.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (2).jpg|600px|thumb|none|Hey, functional M203 though, that's nice.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (3).jpg|600px|thumb|none|Reloading by grabbing the old mag...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (5).jpg|600px|thumb|none|Putting in a new one...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (7).jpg|600px|thumb|none|Palming the bolt release...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (8).jpg|600px|thumb|none|And tilting the rifle to make sure the bolt's gone home, and to question just what was done to this poor M4..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
A suppressed [[HK417]] appears, available to the PMC Marksman kit. It features a Schmidt &amp;amp; Bender LPVO and a Trijicon RMR on the side of the scope ring on the Geissele Automatics mount.&lt;br /&gt;
[[File:HK417 16.jpg|450px|thumb|none|HK417 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HK417Render.jpg|600px|thumb|none|The SDK render of the HK417, it is fitted with a Keymod freefloat rail, with a BCM Gunfighter Mod 3 foregrip grip mounted below]]&lt;br /&gt;
[[File:OHD HK417 (1).jpg|600px|thumb|none|Far out in the wilds outside the city, a PMC Marksman watches the flank with his 417.]]&lt;br /&gt;
[[File:OHD HK417 (2).jpg|600px|thumb|none|Yanking out the mag...]]&lt;br /&gt;
[[File:OHD HK417 (3).jpg|600px|thumb|none|Loading in a fresh one, appreciating the transluscent mag rendered in properly.]]&lt;br /&gt;
[[File:OHD HK417 (4).jpg|600px|thumb|none|A view through the scope...]]&lt;br /&gt;
[[File:OHD HK417 (5).jpg|600px|thumb|none|...and a look through the RMR as well.]]&lt;br /&gt;
[[File:OHD HK417 (7).jpg|600px|thumb|none|Reloading properly by yanking out the mag, putting a new one in...]]&lt;br /&gt;
[[File:OHD HK417 (11).jpg|600px|thumb|none|And give it a slap.]]&lt;br /&gt;
[[File:OHD HK417 (12).jpg|600px|thumb|none|..then surely enough to our surprise, he also checks if the bolt was seated correctly!]]&lt;br /&gt;
[[File:OHD HK417 (13).jpg|600px|thumb|none|As part of the stow animation, he starts to close the ejection port cover.]]&lt;br /&gt;
[[File:OHD HK417 (14).jpg|600px|thumb|none|Then in the draw animation, he opens the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[MP5A5]] is available to the Medic kit of the PMC Faction.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|450px|thumb|none|H&amp;amp;K MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5Render.jpg|600px|thumb|none|Render of the MP5A5 with a Midwest Industries MLOK handguard.]]&lt;br /&gt;
[[File:OHD MP5A4 (1).jpg|600px|thumb|none|The merc with relatively modified, but barebones MP5A5, maybe customization will come later?]]&lt;br /&gt;
[[File:OHD MP5A4 (2).jpg|600px|thumb|none|A look through the open v-notch setting on rear diopter sight.]]&lt;br /&gt;
[[File:OHD MP5A4 (3).jpg|600px|thumb|none|Doing a quick reload here...]]&lt;br /&gt;
[[File:OHD MP5A4 (4).jpg|600px|thumb|none|Locking the bolt back, y'all know what's coming, don't you?]]&lt;br /&gt;
[[File:OHD MP5A4 (6).jpg|600px|thumb|none|Inserting a topped off magazine.]]&lt;br /&gt;
[[File:OHD MP5A4 (7).jpg|600px|thumb|none|The moment you've all been waiting for. Because it wouldn't be a proper modern shooter if it didn't feature the HK slap, now would it?]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A1==&lt;br /&gt;
Like the MP5 above, the [[MP7|MP7A1]] is exclusive to the PMCs, but this time limited to the AT Rifleman kit &lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|450px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:MP7A1Render.jpg|600px|thumb|none|The render of the MP7A1, for reasons, some weapons that have optics are currently missing when viewed in the SDK.]]&lt;br /&gt;
[[File:OHD MP7A1 (1).jpg|600px|thumb|none|An antitank gunner hides in the backrooms with a fancy MP7.]]&lt;br /&gt;
[[File:OHD MP7A1 (2).jpg|600px|thumb|none|And its even fancier EXPS.]]&lt;br /&gt;
[[File:OHD MP7A1 (3).jpg|600px|thumb|none|And a very elaborate reload, follow along now. Hit the mag release, drop the mag...]]&lt;br /&gt;
[[File:OHD MP7A1 (4).jpg|600px|thumb|none|Replace the mag...]]&lt;br /&gt;
[[File:OHD MP7A1 (5).jpg|600px|thumb|none|Or in this case do a non-empty mag swap and hold an entire 40 rounder in between your ring and pinkie finger.]]&lt;br /&gt;
[[File:OHD MP7A1 (6).jpg|600px|thumb|none|Shove it in further...]]&lt;br /&gt;
[[File:OHD MP7A1 (8).jpg|600px|thumb|none|Until it clicks.]]&lt;br /&gt;
[[File:OHD MP7A1 (9).jpg|600px|thumb|none|And then drops the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The iconic [[M1A1 Thompson]] is available exclusively to the US WWII era Squad Leader kit. &lt;br /&gt;
[[File:M1sb.jpg|450px|thumb|none|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:M1A1Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M1A1 Thompson.jpg|600px|thumb|none|The US NCO guards his position with his M1A1 Thompson.]]&lt;br /&gt;
[[File:OHD M1A1 ThompsonI Irons.jpg|600px|thumb|none|A view through the Thompson's rear peep sight.]]&lt;br /&gt;
[[File:OHD M1A1 Thompson Reload.jpg|600px|thumb|none|As is part of the Post Scriptum/Day of Infamy Compact, one must tap his loaded mag on the side of a Thompson for his reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 Grease Gun==&lt;br /&gt;
The [[M3A1 Grease Gun]] appears available to the Medic kit in the Vietnam US faction.&lt;br /&gt;
[[File:Grease3 2.jpg|450px|thumb|none|M3A1 Grease Gun - .45 ACP]]&lt;br /&gt;
[[File:M3A1Render.jpg|600px|thumb|none|Behold, a Gun of Grease.]]&lt;br /&gt;
[[File:OHD GreaseGun.jpg|600px|thumb|none|A Medic wielding his Grease Gun, feeling a bit shafted.]]&lt;br /&gt;
[[File:OHD GreaseGunIrons.jpg|600px|thumb|none|A view through the peep sight.]]&lt;br /&gt;
[[File:OHD GreaseGunReload.jpg|600px|thumb|none|Swapping mags.]]&lt;br /&gt;
[[File:OHD GreaseGunReload2.jpg|600px|thumb|none|New one going in.]]&lt;br /&gt;
[[File:OHD GreaseGunBoltPull.jpg|600px|thumb|none|Pulling the bolt back, bringing it back in the fight.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
Like its American counterpart, the [[MP40]] is also available to the Wehrmacht Squad Leader.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|450px|thumb|none|MP40 with a brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:MP40Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD MP40.jpg|600px|thumb|none|A German Wehrmacht officer wielding his MP40, on the look out for the likes of [[Band of Brothers|Easy Company]].]]&lt;br /&gt;
[[File:OHD MP40Irons.jpg|600px|thumb|none|Sighting it in, having a good bit of field of view eaten by the user's hand.]]&lt;br /&gt;
[[File:OHD MP40Reload.jpg|600px|thumb|none|Removing the old mag...]]&lt;br /&gt;
[[File:OHD MP40Reload2.jpg|600px|thumb|none|Locking the bolt in the safety notch while still holding onto the old mag...]]&lt;br /&gt;
[[File:OHD MP40Reload3.jpg|600px|thumb|none|Inserting a fresh mag...]]&lt;br /&gt;
[[File:OHD MP40Reload4.jpg|600px|thumb|none|And then dropping the bolt out of the safety notch.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the standard rifle of the Insurgent and Russian Marksman class.&lt;br /&gt;
[[File:SVD Rifle.jpg|450px|thumb|none|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:SVDRender.jpg|600px|thumb|none|The render of a Russian classic.]]&lt;br /&gt;
[[File:OHD SVD.jpg|600px|thumb|none|A Russian soldier provides watch on the streets of Godknowswhereistan with his Dragunov at the ready.]]&lt;br /&gt;
[[File:OHD SVDScope (2).jpg|600px|thumb|none|Our friend here got bored, so decided to make himself a dummy target.]]&lt;br /&gt;
[[File:OHD SVDIrons.jpg|600px|thumb|none|Fortunately for him, he actually has some common sense to also utilize the weapon's irons.]]&lt;br /&gt;
[[File:OHD SVDReload.jpg|600px|thumb|none|After shooting off some steam, he decides the best course of action is to insert a new magazine.]]&lt;br /&gt;
[[File:OHD SVDReload2.jpg|600px|thumb|none|Seat the mag.]]&lt;br /&gt;
[[File:OHD SVDEmpty.jpg|600px|thumb|none|As seen, the weapon is correctly depicted with its bolt locking back when empty.]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[M40]] is available to the Sniper kits of US forces both in Vietnam and Gulf War era.&lt;br /&gt;
[[File:M40 1.jpg|450px|thumb|none|M40 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M40A1Render.jpg|600px|thumb|none|The render of the M40.]]&lt;br /&gt;
[[File:OHD M40A1.jpg|600px|thumb|none|A Grunt with his sniper rifle trying to enjoy a [[Good Morning, Vietnam|good morning]].]]&lt;br /&gt;
[[File:OHD M40A1Scope.jpg|600px|thumb|none|Note the slightly too modern reticle, mil-dots weren't really popular on scope designs until later in the 90's.]]&lt;br /&gt;
[[File:OHD M40A1Bolt.jpg|600px|thumb|none|Working the bolt...]]&lt;br /&gt;
[[File:OHD M40A1Reload.jpg|600px|thumb|none|And topping off the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is a standard MG for the Russian armed forces, and is also used by the Insurgents.&lt;br /&gt;
[[File:PKM-mg.jpg|350px|thumb|none|PKM - 7.62x54mmR]]&lt;br /&gt;
[[File:PKMRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD PKM.jpg|600px|thumb|none|A Russian machine gunner on a long walk in the desert, lugging his PKM with him.]]&lt;br /&gt;
[[File:PKM PointShoot.jpg|600px|thumb|none|The Russian soldier looking around his PKM, maybe optimal for point blank engagements or just want to squeeze off a sporadic shot group?]]&lt;br /&gt;
[[File:OHD PKMProne.jpg|600px|thumb|none|The soldier goes prone with his PKM, getting us a better look in normal gameplay.]]&lt;br /&gt;
[[File:OHD PKMIrons.jpg|600px|thumb|none|A look down the irons. This is actually one of the only ways to actually fire an MG in game, the alternative is point shooting.]]&lt;br /&gt;
[[File:OHD PKMReload.jpg|600px|thumb|none|After slinging some hot lead down range, he feels it's a good idea to open the feed tray.]]&lt;br /&gt;
[[File:OHD PKMReload2.jpg|600px|thumb|none|Then places a fresh belt of brass(!) 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60]] is available to the Vietnam and Gulf War US forces in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|350px|thumb|none|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:M60Render.jpg|600px|thumb|none|A render of the M60.]]&lt;br /&gt;
[[File:OHD M60.jpg|600px|thumb|none|Come on, admit it. You were expecting a Vietnam screenshot for this one.]]&lt;br /&gt;
[[File:M60 PointShoot.jpg|600px|thumb|none|The US Grunt decides to shoot this way, he'll just use the tracers to walk his shots in.]]&lt;br /&gt;
[[File:OHD M60Irons.jpg|600px|thumb|none|A nice look-see of The Pig's iron sights.]]&lt;br /&gt;
[[File:OHD M60Prone.jpg|600px|thumb|none|The American grunt goes prone with his M60, hope the sand doesn't cause stoppages.]]&lt;br /&gt;
[[File:OHD M60Reload.jpg|600px|thumb|none|Opening the feed tray to replace his semi-expended belt.]]&lt;br /&gt;
[[File:OHD M60Reload2.jpg|600px|thumb|none|Behold, the new belt of 7.62x51mm M80 rounds!]]&lt;br /&gt;
&lt;br /&gt;
==Madsen Machine Gun==&lt;br /&gt;
A [[Madsen]] appears for the Machine Gunner kit for the Imperial German Army.&lt;br /&gt;
[[File:MadsenGun1.jpg|350px|thumb|none|Madsen Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MadsenGun.jpg|600px|thumb|none|A render of a Century old classic.]]&lt;br /&gt;
[[File:OHD MadsenGun.jpg|600px|thumb|none|A German gunner wanders the French village with his Danish machine gun, true multiculturalism.]]&lt;br /&gt;
[[File:Madsen PointShoot.jpg|600px|thumb|none|The Imperial German soldier doing the closest thing to hip firing with his Madsen.]]&lt;br /&gt;
[[File:OHD MadsenGunIrons.jpg|600px|thumb|none|A view through the Madsen's sights.]]&lt;br /&gt;
[[File:OHD MadsenGunReload.jpg|600px|thumb|none|The German soldier swapping out the magazine on his Madsen.]]&lt;br /&gt;
[[File:OHD MadsenGun Charging.jpg|600px|thumb|none|He then charges the weapon by pulling the crank handle.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The [[Chauchat]] appears available to the US WWI Machine Gunner kit. &lt;br /&gt;
[[File:Chauchat without sights.jpg|350px|thumb|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:ChauchatRender.jpg|600px|thumb|none|SDK render of the model.]]&lt;br /&gt;
[[File:OHD Chauchat.jpg|600px|thumb|none|A Doughboy wanders a French field with his French automatic rifle, being slightly less multicultural.]]&lt;br /&gt;
[[File:Chauchat PointShoot.jpg|600px|thumb|none|The Doughboy sweeps through the trenches with his Chauchat, not exactly the right weapon for the job.]]&lt;br /&gt;
[[File:OHD ChauchatIrons.jpg|600px|thumb|none|The sights kinda leave a lot to be desired, but you have to make do with what you've got.]]&lt;br /&gt;
[[File:OHD Chauchat reload.jpg|600px|thumb|none|The Doughboy reloading his Chauchat.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
An [[RPD]] is currently used by the NVA faction.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|350px|thumb|none|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[File:RPDRender.jpg|600px|thumb|none|RPD with the bipod deployed.]]&lt;br /&gt;
[[File:OHD RPD.jpg|600px|thumb|none|Papa-san guards his rice paddy with his RPD.]]&lt;br /&gt;
[[File:RPD PointShoot.jpg|600px|thumb|none|An NVA soldier pointing his RPD around looking for any GIs.]]&lt;br /&gt;
[[File:OHD RPD Irons.jpg|600px|thumb|none|Aided by a decent enough sight picture.]]&lt;br /&gt;
[[File:OHD RPD Prone.jpg|600px|thumb|none|And by getting down and dirty in the mud.]]&lt;br /&gt;
[[File:OHD RPD Reload.jpg|600px|thumb|none|Reloads start with cracking the top cover open...]]&lt;br /&gt;
[[File:OHD RPD Reload2.jpg|600px|thumb|none|Unlatching the belt box...]]&lt;br /&gt;
[[File:OHD RPD Reload3.jpg|600px|thumb|none|Replacing the belt box/drum...]]&lt;br /&gt;
[[File:OHD RPD BoltPull.jpg|600px|thumb|none|And then charging it.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is usable to the Wehrmacht Machine Gunner kit.&lt;br /&gt;
[[File:MG42.jpg|350px|thumb|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MG42Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD MG42.jpg|600px|thumb|none|A beleagured German gunner wanders the outskirts of Monte Cassino with his MG42.]]&lt;br /&gt;
[[File:MG42 PointShoot.jpg|600px|thumb|none|The German machine gunner practicing the (probably) unorthodox point shooting with his buzzsaw.]]&lt;br /&gt;
[[File:OHD MG42Irons.jpg|600px|thumb|none|Squatting down with his MG, lining up the sights.]]&lt;br /&gt;
[[File:OHD MG42Prone.jpg|600px|thumb|none|And firing wildly into the mud, because why not?]]&lt;br /&gt;
[[File:OHD MG42Reload.jpg|600px|thumb|none|We need an excuse to reload, like opening up the top cover...]]&lt;br /&gt;
[[File:OHD MG42Reload2.jpg|600px|thumb|none|And stuffing in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
Like the MG42, the [[Browning M1919A4]] is standard to the US WWII Machine Gunner.&lt;br /&gt;
[[File:M1919A4.jpg|350px|thumb|none|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Browning1919Render.jpg|600px|thumb|none|Someone stole my stock!]]&lt;br /&gt;
[[File:OHD Browning1919.jpg|600px|thumb|none|Ah well, a GI must make do.]]&lt;br /&gt;
[[File:M1919 PointShoot.jpg|600px|thumb|none|A US gunner also copies his German counterpart.]]&lt;br /&gt;
[[File:OHD BrowningM1919Irons.jpg|600px|thumb|none|Aiming it by the power of hope and dreams.]]&lt;br /&gt;
[[File:OHD Browning1919Sweep.jpg|600px|thumb|none|Reloading by opening up the top cover and sweeping the feed tray of any links. Which we technically shouldn't have with a cloth belt.]]&lt;br /&gt;
[[File:OHD BrowningM1919Reload.jpg|600px|thumb|none|Loading up a new belt...]]&lt;br /&gt;
[[File:OHD Browning1919Reload2.jpg|600px|thumb|none|And slapping the top cover down.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The classic [[M1918A2 BAR|Browning M1918A2]] available to the US Auto Rifleman.&lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|Browning M1918A2 - .30-06 Springfield]]&lt;br /&gt;
[[File:BARRender.jpg|600px|thumb|none|none]]&lt;br /&gt;
[[File:OHD BAR.jpg|600px|thumb|none|Climbing up the hill, our trusty GI has one friend, his BAR.]]&lt;br /&gt;
[[File:OHD BAR Irons.jpg|600px|thumb|none|And the sights of the BAR.]]&lt;br /&gt;
[[File:OHD BAR Reload.jpg|600px|thumb|none|And charging the bolt of the BAR..]]&lt;br /&gt;
[[File:OHD BAR Reload2.jpg|600px|thumb|none|And the loading of a mag in the BAR, have I said BAR enough yet?.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203]] appears exclusive to the Grenadier kit for 1990s US and PMC teams. &lt;br /&gt;
[[File:M16A2 M203.jpg|450px|thumb|none|M16A2 with an M203 - 40x46mmSR]]&lt;br /&gt;
[[File:M4Block2M203A1.jpg|450px|thumb|none|M4A1 Block II with an underslung M203A1, similar configuration to the one seen in game]]&lt;br /&gt;
[[File:M16A2GrenadierRender.jpg|600px|thumb|none|The classic M16A2 with a M203.]]&lt;br /&gt;
[[File:M4A1GrenadeRender.jpg|600px|thumb|none|The M4A1 Block II look-alike with an underslung M203A1]]&lt;br /&gt;
[[File:OHD M16M203.jpg|600px|thumb|none|The US grenadier admires his A2 with the M203 mounted to it.]]&lt;br /&gt;
[[File:OHD M16M203Irons.jpg|600px|thumb|none|Now a look through the leaf sight.]]&lt;br /&gt;
[[File:OHD M16M203Reload.jpg|600px|thumb|none|After lobbing a 40 mike-mike down range, he starts to dump the expended shell.]]&lt;br /&gt;
[[File:OHD M16M203Reload2.jpg|600px|thumb|none|Loading a brand new shell.]]&lt;br /&gt;
[[File:OHD M16M203Reload3.jpg|600px|thumb|none|Closing the tube on a new shell, ready to cause indirect, or direct fire support.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (9).jpg|600px|thumb|none|And the modern ''thing'' with its 203.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (10).jpg|600px|thumb|none|Same sight picture.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (11).jpg|600px|thumb|none|Same bada bing...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (12).jpg|600px|thumb|none|Bada boom...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (13).jpg|600px|thumb|none|Fuhgetaboutit.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
Available only to the WWII US Grenadier kit, the [[M7 Rifle Grenade Launcher]] appears as their secondary weapon.   &lt;br /&gt;
[[File:M1 garand M7.jpg|450px|thumb|none|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|450px|thumb|none|Mk 2 training grenade fitted with M1A2 22mm rifle grenade projection adapter.]]&lt;br /&gt;
[[File:M7LauncherRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M7Grenade.jpg|600px|thumb|none|A USGI with the M7 loaded with the M1A2 adapter and ready to go on his Garand.]]&lt;br /&gt;
[[File:OHD M7Reload.jpg|600px|thumb|none|Now preparing to attach a new one...]]&lt;br /&gt;
[[File:OHD M7Reload2.jpg|600px|thumb|none|...and now that it's seated to the desired amount of pressure he wanted, time for the finishing touch...]]&lt;br /&gt;
[[File:OHD M7Pin.jpg|600px|thumb|none|...he pulls the pin, but that's not all, not just yet.]]&lt;br /&gt;
[[File:OHD M7Chamber.jpg|600px|thumb|none|Lastly, cycling the bolt. Or in this case a live .30-06. Don't try this at home, kids.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatgerat 41==&lt;br /&gt;
Like the launcher above, the [[Gewehrgranatengerät]] is exclusive to the Wehrmacht grenadier as well.&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|450px|thumb|none|Gewehrgranatgerat attached to a Karabiner 98k.]]&lt;br /&gt;
[[File:Kar98kGrenadeRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD K98kGrenade.jpg|600px|thumb|none|The grenadier admiring his rifle, grenade and his rifle mounted grenade.]]&lt;br /&gt;
[[File:OHD K98kGrenadeReload.jpg|600px|thumb|none|Putting a new grenade in the cup.]]&lt;br /&gt;
[[File:OHD K98kGrenadeChamber.jpg|600px|thumb|none|And chambering a fresh new 8mm Mauser blank. Hopefully.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
The [[GP-30M]] appears as an underslung weapon on the AK-74, usable to Russian and Insurgent grenadier kits.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|450px|thumb|none|GP-30M 40mm]]&lt;br /&gt;
[[File:GP30MRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD GP30Deploy.jpg|600px|thumb|none|Deploying the GP-30M's leaf sight.]]&lt;br /&gt;
[[File:OHD GP30Deploy2.jpg|600px|thumb|none|Now fully deployed, and ready for action.]]&lt;br /&gt;
[[File:OHD GP30 Aim.jpg|600px|thumb|none|Pointing the GP-30M]]&lt;br /&gt;
[[File:OHD GP30Sight.jpg|600px|thumb|none|A look through the leaf sight. ]]&lt;br /&gt;
[[File:OHD GP30Reload.jpg|600px|thumb|none|Inserting a new VOG shell. ]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] is available to the US Vietnam forces, only accessible to the Grenadier kit.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|450px|thumb|none|M79 Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:OHD M79.jpg|600px|thumb|none|The GI with his Thumper back in the jungle.]]&lt;br /&gt;
[[File:OHD M79Irons.jpg|600px|thumb|none|Strangely enough, the leaf sights aren't usable here.]]&lt;br /&gt;
[[File:OHD M79Reload.jpg|600px|thumb|none|Dumping the spent shell...though the primer hasn't been struck at all.]]&lt;br /&gt;
[[File:OHD M79Reload2.jpg|600px|thumb|none|Inserting a new 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[AT-4]] is used by PMC and 1990s US Anti-Tank kits, unlike the Insurgent's RPG-7, it is a disposable launcher, and cannot be reloaded.&lt;br /&gt;
[[File:AT-4Launcher.jpg|450px|thumb|none|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:AT4Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD AT4.jpg|600px|thumb|none|An AT soldier with his trusty AT4.]]&lt;br /&gt;
[[File:OHD AT4Irons.jpg|600px|thumb|none|And the sights of the AT4.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-18==&lt;br /&gt;
An [[RPG-18]] is available exclusive to the Russian Anti-Tank kit&lt;br /&gt;
[[File:RPG-18Open.jpg|450px|thumb|none|RPG-18 - 64mm]]&lt;br /&gt;
[[File:RPG18Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD RPG-18 (1).jpg|600px|thumb|none|Going on a night walk, the Russian AT guy brings his RPG-18 along.]]&lt;br /&gt;
[[File:OHD RPG-18 (2).jpg|600px|thumb|none|Deploying the tube...]]&lt;br /&gt;
[[File:OHD RPG-18 (3).jpg|600px|thumb|none|...now deployed.]]&lt;br /&gt;
[[File:OHD RPG-18 (4).jpg|600px|thumb|none|A look through the RPG-18's sights, to destroy the dastardly telephone pole.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is usable to AT kits in the NVA and Insurgent factions.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|450px|thumb|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD RPG7.jpg|600px|thumb|none|An insurgent whips out his trusty RPG-7.]]&lt;br /&gt;
[[File:OHD_RPG7_Irons.jpg|600px|thumb|none|And its rather highly raised up rear sight.]]&lt;br /&gt;
[[File:OHD RPG7 Reload.jpg|600px|thumb|none|Doesn't stop it from being as effective as you'd expect.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The classic [[Model 16 Stielhandgranate|potato masher]] appears in both WWI and WWII German factions.&lt;br /&gt;
[[File:M16stick.jpg|350px|thumb|none|Model 16 Stielhandgranate]]&lt;br /&gt;
[[File:OHD PotatoMasher.jpg|600px|thumb|none|The German soldier prepares to put his non-Mann Co. branded Caber to use.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] is usuable to both WWI US faction and their WWII incarnation.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|250px|thumb|none|Mk 2 Hand Grenade]]&lt;br /&gt;
[[File:OHD MK2Grenade.jpg|600px|thumb|none|A Doughboy gazes at his time travelling pineapple.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
An [[F-1 Hand Grenade]] is available to Russian and Insurgent factions.&lt;br /&gt;
[[File:Deactivated f1.jpg|250px|thumb|none|F-1 Hand Grenade]]&lt;br /&gt;
[[File:OHD F1Grenade.jpg|600px|thumb|none|A Russian conscript enjoys seeing the grenade of his forefathers.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
An [[M26 Hand Grenade]] is available to Vietnam era US forces.&lt;br /&gt;
[[File:M26 Grenade.jpg|250px|thumb|none|M26 Fragmentation Grenade]]&lt;br /&gt;
[[File:OHD M26Grenade.jpg|600px|thumb|none|A GI tells a tree to go screw itself in the most direct way possible.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Available to the NVA, the [[Type 67 stick grenade|Type 67 Stick Grenade]] is standard to most of the faction's kits.&lt;br /&gt;
[[File:Type67Grenade.jpg|350px|thumb|none]]&lt;br /&gt;
[[File:OHD Type67Grenade.jpg|600px|thumb|none|A NVA soldier tells GI to go home in the most direct way possible.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Frag Grenade==&lt;br /&gt;
The [[M67 Hand Grenade|M67 Grenade]] is available to the Gulf War US and PMC teams.&lt;br /&gt;
[[File:Baseball.jpg|250px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:OHD M67Frag.jpg|600px|thumb|none|A US soldier tells the insurgents his strongly worded opinion in 3 to 7 seconds or less.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade== &lt;br /&gt;
The [[RDG-2 smoke grenade|RDG-2 Smoke Grenade]] is present to most kits of the Russian, NVA, and Insurgent factions.&lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 Smoke Grenade]]&lt;br /&gt;
[[File:OHD RGD2Smoke.jpg|600px|thumb|none|An insurgent prepares to signal the boys with his fancy smoke candle.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
An [[M18 Smoke Grenade]] is available to the US Vietnam and Gulf War, as well a PMC factions.&lt;br /&gt;
[[File:M18green.jpg|350px|thumb|none|M18 Smoke Grenade (Green)]]&lt;br /&gt;
[[File:OHD M18SmokeGrenade.jpg|600px|thumb|none|A GI sights in the napalm strike with his M18.]]&lt;br /&gt;
&lt;br /&gt;
=Cut/Unused Weapons=&lt;br /&gt;
The following weapons can be found in the SDK, but are currently not accessible by normal means.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|450px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:AK-105Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ASValRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|H&amp;amp;K G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36CRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Endeavor Mk3==&lt;br /&gt;
[[File:EndeavorRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:BarrettRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==DP-28==&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|DP-28 - 7.62x54mmR]]&lt;br /&gt;
[[File:DP28Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester 1897==&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester 1897 - 12 Gauge]]&lt;br /&gt;
[[File:1897Render.jpg|600px|thumb|none]]&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Operation:_Harsh_Doorstop&amp;diff=1559590</id>
		<title>Operation: Harsh Doorstop</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Operation:_Harsh_Doorstop&amp;diff=1559590"/>
		<updated>2023-02-27T22:41:19Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: i feel more scared in seeing that it's an M4 and not a Block II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Operation: Harsh Doorstop&lt;br /&gt;
|picture =OHD artwork.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|date= Feb 15, 2023&lt;br /&gt;
|developer=Drakeling Labs&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Operation: Harsh Doorstop''' is a free-to-play, tactical, first person shooter made as sort of tribute to games similar to the likes of ''[[Insurgency]]'', ''[[Rising Storm 2: Vietnam]]'', and ''[[Project Reality]]''. It is also being advertised as a type of sandbox game for the modding community, everything can be configured to the user's desire in the SDK. The current released build features multiple factions of various time periods, such as the Imperial German Army, North Vietnamese Army, and Middle Eastern Insurgents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
An [[M1911]] appears as a primary weapon for the Squad Leaders for the (anachronistic for the era) WWI US Army faction, and as sidearm for the WWII and Vietnam era US forces.&lt;br /&gt;
&lt;br /&gt;
[[File:COLTM1911 1913.jpg|350px|thumb|none|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:M1911Render.jpg|600px|thumb|none|A render of the M1911 model used in Operation Michael and Overlord, lacking any markings.]]&lt;br /&gt;
[[File:M1911A1Render.jpg|600px|thumb|none|Ditto, but the Operation Rolling Stone version, slightly better markings and a correct pin layout for the rear frame.]]&lt;br /&gt;
[[File:OHD 1911.jpg|600px|thumb|none|An American officer wielding his trusty sidearm in WWI, presumably stolen out of the time warp that taught him a two-handed grip.]]&lt;br /&gt;
[[File:OHD 1911Irons.jpg|600px|thumb|none|A look through the irons...]]&lt;br /&gt;
[[File:OHD 1911Reload1.jpg|600px|thumb|none|Inserting a fresh magazine]]&lt;br /&gt;
[[File:OHD 1911Slidelock.jpg|600px|thumb|none|At least the slide locks back like it should.]]&lt;br /&gt;
[[File:OHD 1911 Safety.jpg|600px|thumb|none|Whenever the player character unequips any sidearm, the character will always engage the safety, and also disengage it every time it is re-equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] incorrectly appears under the nomenclature of &amp;quot;Luger P38&amp;quot; and is the sole weapon for the Squad Leader kit of the Imperial German Army faction, a more accurate choice would have been an actual [[Luger P08]], or a [[Mauser C96]]. However, it is more accurately depicted as the sidearm for the Wehrmacht.&lt;br /&gt;
&lt;br /&gt;
[[File:Mauser-P38.jpg|350px|thumb|none|Mauser production Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:P38Render.jpg|600px|thumb|none|Behold, a P38!]]&lt;br /&gt;
[[File:OHD P38.jpg|600px|thumb|none|A German officer somehow wielding a P38 during WWI A time traveler perhaps?]]&lt;br /&gt;
[[File:OHD P38 Irons.jpg|600px|thumb|none|The iron sights of this vintage piece.]]&lt;br /&gt;
[[File:OHD P38 Reload1.jpg|600px|thumb|none|Dry reloading a P38, flick the magazine release and simply swapping mags.]]&lt;br /&gt;
[[File:OHD P38 Slidelock.jpg|600px|thumb|none|And then running out of bullets.]]&lt;br /&gt;
[[File:OHD P38Safety.jpg|600px|thumb|none|The officer flips the safety on his anachronistic sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
Unlike the entry above, the [[Beretta M9]] correctly appears as the sidearm to the Gulf War era US Army faction. Available only to Squad Leader and Marksman kits.&lt;br /&gt;
[[File:M9-pistolet.jpg|350px|thumb|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:BerettaM9Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M9.jpg|600px|thumb|none|[[Call of Duty 4: Modern Warfare|&amp;quot;Your show sucks!&amp;quot;]]]]&lt;br /&gt;
[[File:OHD M9Draw.jpg|600px|thumb|none|The user thumbs the hammer on is Beretta upon equipping it...]]&lt;br /&gt;
[[File:OHD M9Safety.jpg|600px|thumb|none|...only to engage the safety and decocker while unequipping it.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov]] appears as the sidearm available to the NVA, Russian military, and Insurgent factions. Much like the M9, it's also exclusive to Squad Lead and Marksman kits.&lt;br /&gt;
[[File:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm]]&lt;br /&gt;
[[File:MakarovRender.jpg|600px|thumb|none|The render of the PM.]]&lt;br /&gt;
[[File:OHD Makarov.jpg|600px|thumb|none|Back to the past, an NVA soldier in the jungle brandishes his Makarov.]]&lt;br /&gt;
[[File:OHD MakarovIrons.jpg|600px|thumb|none|Almost twenty some years after Vietnam. His Russian counterpart finally gives us a look down the sights in 1991.]]&lt;br /&gt;
[[File:OHD MakarovReload.jpg|600px|thumb|none|Flashing back to Vietnam, the NVA soldier performs a retention reload on the PM.]]&lt;br /&gt;
[[File:OHD MakarovSlideLock.jpg|600px|thumb|none|In his excitement, he neglected the fact that it only holds 8 rounds. ]]&lt;br /&gt;
[[File:OHD MakarovEmptyReload.jpg|600px|thumb|none|[[Half-Life 2|&amp;quot;Don't forget to reload, Dr. Freeman.&amp;quot;]]]]&lt;br /&gt;
[[File:OHD MakarovSlideRack.jpg|600px|thumb|none|Racking the slide, chambering the fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 Gen 5==&lt;br /&gt;
A [[Glock 19]] appears exclusively as a sidearm for the PMC faction at the date of this writing. Appropriately named &amp;quot;Triarc&amp;quot; in game, due to it sporting an aftermarket Triarc slide. For obvious reasons, it lacks animations as far as engaging the safety or cocking the hammer is concerned. &lt;br /&gt;
[[File:G19 Gen5 FS.jpg|350px|thumb|none|Glock 19 Gen 5 - 9x19mm]]&lt;br /&gt;
[[File:Glock19render.jpg|600px|thumb|none|A better look at the Gen 5 frame.]]&lt;br /&gt;
[[File:TriarcGlockSlide.jpg|600px|thumb|none|A close up render of the slide, showing the Triarc markings.]]&lt;br /&gt;
[[File:OHD G19.jpg|600px|thumb|none|Generic PMC operator wielding his Franken-Glock 19 during his 80th deployment to the Middle East.]]&lt;br /&gt;
[[File:OHD G19Irons.jpg|600px|thumb|none|A look through the tritium sights.]]&lt;br /&gt;
[[File:OHD G19Reload.jpg|600px|thumb|none|The operator reloads his Glock at his own leisure. Note the Glock logo on the grip.]]&lt;br /&gt;
[[File:OHD G19SlideLock.jpg|600px|thumb|none|And now its out of ammo.]]&lt;br /&gt;
[[File:OHD G19EmptyReload.jpg|600px|thumb|none|Fix that by dropping the mag...]]&lt;br /&gt;
[[File:OHD Glock19EmptyReload2.jpg|600px|thumb|none|Stuff a new one in...]]&lt;br /&gt;
[[File:OHD G19SlideRelease.jpg|600px|thumb|none|And then thumbing the slide release with the off hand.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16 rifle series#M16A2 Rifle|M16A2]] is correctly depicted as the standard issue rifle for the Gulf War US forces. A grenadier variant is also available. As per usual, it is capable of semi auto and three-round burst.&lt;br /&gt;
[[File:M16A2.jpg||thumb|none|350px|M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2 Render.jpg|600px|thumb|none|Word to the motherfuckin' street, yo!]]&lt;br /&gt;
[[File:OHD M16A2.jpg|600px|thumb|none|The M16A2 in all its glory, we should all be fairly familiar with how this rifle works.]]&lt;br /&gt;
[[File:OHD M16A2irons.jpg|600px|thumb|none|A look through the irons, not as obstructive as some games incorrectly depict them being.]]&lt;br /&gt;
[[File:OHD M16A2Reload.jpg|600px|thumb|none|Performing a tactical reload. While becoming increasingly common in games, the bolt release is also protruding outward, indicating the weapon is empty.]]&lt;br /&gt;
[[File:OHD M16A2BoltRelease.jpg|600px|thumb|none|The grunt gently releasing the bolt with his thumb, as opposed to slapping it with his palm seen in other titles.]]&lt;br /&gt;
[[File:OHD M16A2BoltCheck.jpg|600px|thumb|none|He then cants the rifle to visually inspect the bolt has gone into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
The [[M16A1]] is available to the Vietnam era US forces.&lt;br /&gt;
[[File:M16A1.jpg|thumb|none|350px|M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A1 render.jpg|600px|thumb|none|An unused variant with a Colt 3x20 scope can also be found in the SDK.]]&lt;br /&gt;
[[File:OHD M16A1.jpg|600px|thumb|none|GI Joe with his M16A1 in the rice paddies. He just needs to keep an ear open for the trees.]]&lt;br /&gt;
[[File:OHD M16A1Irons.jpg|600px|thumb|none|Checking the irons on the M16A1]]&lt;br /&gt;
[[File:OHD M16A1Reload.jpg|600px|thumb|none|Reloading his A1. The taped mags are sadly not usable in the game.]]&lt;br /&gt;
[[File:OHD M16A1Boltrelease.jpg|600px|thumb|none|Releasing the bolt on his new rifle.]]&lt;br /&gt;
[[File:OHD M16A1Boltcheck.jpg|600px|thumb|none|The GI tilts his rifle to check the bolt, this at least gives us a good view of the upper receiver to confirm it is indeed an A1, and not a C7 style upper.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] is available as the main rifle to the Russian military and Insurgent factions. Oddly enough, it is a standard AK-74 that is fitted with an AK-74M's handguard, and is fitted with a fixed black synthetic stock much like the Bulgarian produced variant.&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|350px|AK-74 - 5.45x39mm &amp;lt;br&amp;gt;A proper Russian made AK-74 for comparison]]&lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|A Bulgarian produced AK-74. &amp;lt;br&amp;gt;It seems to bear a significant resemblance to the one in-game.]]&lt;br /&gt;
[[File:AK74render.jpg|600px|thumb|none|Render of the AK-74 in the game's SDK.]]&lt;br /&gt;
[[File:OHD AK74.jpg|600px|thumb|none|The AK-74 in the hands of a Russian soldier deployed somewhere in the Middle East or in Central Asia.]]&lt;br /&gt;
[[File:OHD AK74Irons.jpg|600px|thumb|none|A look through the tried and true irons.]]&lt;br /&gt;
[[File:OHD AK74Reload.jpg|600px|thumb|none|The Russian grunt reloads his AK-74 in the classic Soviet dominant-hand style.]]&lt;br /&gt;
[[File:OHD AK74Bolt.jpg|600px|thumb|none|When swapping out an empty mag for a fresh one, he then uses the same hand to charge the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is available to the US WWII era faction. Available to the Rifleman and Grenadier kits.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:M1GarandRender.jpg|600px|thumb|none|A Garand haunted by a loaded and unloaded clip.]]&lt;br /&gt;
[[File:OHD M1Garand.jpg|600px|thumb|none|On the harsh fields of Monte Cassino, a GI totes his Garand into battle.]]&lt;br /&gt;
[[File:OHD M1Garand Irons.jpg|600px|thumb|none|A look through the Garand's iconic iron sights]]&lt;br /&gt;
[[File:OHD M1Garand Reload.jpg|600px|thumb|none|A new enbloc clip being inserted, the Garand is also capable being reloaded without expending the entire clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is usable by the US Vietnam Squad Leader kit, it is also capable of being fired in full auto as well.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm]]&lt;br /&gt;
[[File:M14Render.jpg|600px|thumb|none|Yep, that's an M14.]]&lt;br /&gt;
[[File:OHD M14.jpg|600px|thumb|none|One of the classic battle rifles back in its old stomping grounds.]]&lt;br /&gt;
[[File:OHD M14Irons.jpg|600px|thumb|none|A look through the familiar sights.]]&lt;br /&gt;
[[File:OHD M14Reload2.jpg|600px|thumb|none|Performing an off-hand reloading on the M14...]]&lt;br /&gt;
[[File:OHD M14Bolt.jpg|600px|thumb|none|...the GI now slingshotting the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Paratrooper Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] also appears available to the Medic kit &lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1CarbineRender.jpg|600px|thumb|none|He was just a rookie trooper and he surely shook with pride...]]&lt;br /&gt;
[[File:OHD M1A1Carbine.jpg|600px|thumb|none|A US Medic with an M1A1 Carbine while lurking through some local settlement.]]&lt;br /&gt;
[[File:OHD M1A1Carbine Irons.jpg|600px|thumb|none|A look through the rear peep sight.]]&lt;br /&gt;
[[File:OHD M1A1Carbine Reload.jpg|600px|thumb|none|The medic takes the initiative to reload his carbine...]]&lt;br /&gt;
[[File:OHD M1A1Carbine Reload2.jpg|600px|thumb|none|...and then charges the carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is used as the main service rifle of the WWI era US forces, and used by the Sniper kit in the WWII US faction.&lt;br /&gt;
[[File:M1903Mark1.jpg|450px|thumb|none|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903 scoped.jpg|450px|thumb|none|Springfield M1903A1 with 7.8x Unerti scope- .30-06 Springfield]]&lt;br /&gt;
[[File:1903Render.jpg|600px|thumb|none|Render of the Springfield M1903 and its sniper variant]]&lt;br /&gt;
[[File:OHD 1903.jpg|600px|thumb|none|A Doughboy threatens the far off tree line with a M1903.]]&lt;br /&gt;
[[File:OHD 1903 Irons.jpg|600px|thumb|none|Sighting it in with the skinny original M1903 sights.]]&lt;br /&gt;
[[File:OHD 1903 Bolt.jpg|600px|thumb|none|The Doughboy works the bolt on his issued rifle.]]&lt;br /&gt;
[[File:OHD 1903 Reload.jpg|600px|thumb|none|Currently, all bolt action rifles available in the base game are reloaded one round at a time, even if all rounds fully expended.]]&lt;br /&gt;
[[File:OHD 1903 Sniper.jpg|600px|thumb|none|The time travelling Unertl scope strikes the Doughboy here in France.]]&lt;br /&gt;
[[File:OHD 1903 Scope.jpg|600px|thumb|none|And behold, the thin reticle of this 1930's vintage optic.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is anachronistic, seen being used by the Imperial German Army. More accurately, it is also used by the Rifleman, Medic, Grenadier, and Sniper kits in the Wehrmacht. &lt;br /&gt;
[[File:Karabiner-98K.jpg|450px|thumb|none|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Mauser K98 Sniper.jpg|450px|thumb|none|Karbiner 98k with a ZF-42 scope]]&lt;br /&gt;
[[File:Kar98kRender.jpg|600px|thumb|none|Render of the scoped and unscoped K98.]]&lt;br /&gt;
[[File:OHD Kar98k.jpg|600px|thumb|none|A Imperial German uses the rifle of his son a few decades early.]]&lt;br /&gt;
[[File:OHD Kar98kIrons.jpg|600px|thumb|none|And enjoys the luxury of a hooded front sight, a rare thing in 1916.]]&lt;br /&gt;
[[File:OHD Kar98kBolt.jpg|600px|thumb|none|The German soldier working the bolt on his anachronistic Karabiner]]&lt;br /&gt;
[[File:OHD Kar98kReload.jpg|600px|thumb|none|Inserting one round at a time...]]&lt;br /&gt;
[[File:OHD Kar98kSafety.jpg|600px|thumb|none|The soldier flicks the safety off his rifle, this happens every time he equips it, but never when he unequips it.]]&lt;br /&gt;
[[File:OHD Kar98Sniper.jpg|600px|thumb|none|His sniper counterpart featuring the scoped variant of the rifle.]]&lt;br /&gt;
[[File:OHD Kar98Sniper Scope.jpg|600px|thumb|none|A view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FG42/II==&lt;br /&gt;
The [[FG42]] appears available to the Auto Rifleman kit in the Wehrmacht faction. &lt;br /&gt;
[[File:FG 42 II.jpg|350px|thumb|none|FG42/II - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:FG42Render.jpg|600px|thumb|none|Side profile of the FG42/II in the SDK.]]&lt;br /&gt;
[[File:OHD FG42.jpg|600px|thumb|none|A German soldier with his rather uncommon rifle during an unknown period in the mid 1940s]]&lt;br /&gt;
[[File:OHD FG42Irons.jpg|600px|thumb|none|A look through the FG42's irons, unfortunately no variant with the optic exists at this time.]]&lt;br /&gt;
[[File:OHD FG42Reload.jpg|600px|thumb|none|He then reloads his paratrooper rifle...]]&lt;br /&gt;
[[File:OHD FG42Reload2.jpg|600px|thumb|none|...inserting a fresh mag...]]&lt;br /&gt;
[[File:OHD FG42Bolt.jpg|600px|thumb|none|...and pulls the charging handle, you all know how these work.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47 Type II==&lt;br /&gt;
The [[AK-47#AK-47|AK-47 Type II]] appears available to the NVA, Insurgents, and Russian military factions.  &lt;br /&gt;
[[File:AK-47 type II Part DM-ST-89-01131.jpg|450px|thumb|none|AK-47 Type II with a slabsided magazine - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47Render.jpg|600px|thumb|none|The render of the AK, the metal stock bracket confirming it as a Type II.]]&lt;br /&gt;
[[File:OHD AK47.jpg|600px|thumb|none|The AK-47 in the hands of an NVA soldier.]]&lt;br /&gt;
[[File:OHD AK47Irons.jpg|600px|thumb|none|Iron sights...]]&lt;br /&gt;
[[File:OHD AK47 Reload.jpg|600px|thumb|none|And a fairly typical reload, swap mags...]]&lt;br /&gt;
[[File:OHD AK47 BoltPull.jpg|600px|thumb|none|And charge it with the firing hand.]]&lt;br /&gt;
&lt;br /&gt;
==SKS== &lt;br /&gt;
Available to the NVA and Insurgent teams, the SKS is used by the NVA Squad Leader and Marksman and exclusive to the Insurgent AT Rifleman.&lt;br /&gt;
[[File:Simonov-Russian-SKS45.jpg|450px|thumb|none|Simonov SKS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:SKSRender.jpg|600px|thumb|none|The render of the SKS in the SDK.]]&lt;br /&gt;
[[File:OHD SKS.jpg|600px|thumb|none|Guarding a delicate village with an SKS.]]&lt;br /&gt;
[[File:OHD SKS SingleReload.jpg|600px|thumb|none|If you haven't expended the entire magazine, the player character is capable of reloading it one round at a time.]]&lt;br /&gt;
[[File:OHD SKS ClipReload.jpg|600px|thumb|none|Then if the weapon is completely empty, it's capable of being reloaded with a ten-round stripper clip.]]&lt;br /&gt;
[[File:OHD SKS Scope.jpg|600px|thumb|none|The scoped variant available to the NVA Marksman kit.]]&lt;br /&gt;
[[File:OHD SKS Scopes.jpg|600px|thumb|none|A look through the scope...]]&lt;br /&gt;
[[File:OHD SKS Sniper Irons.jpg|600px|thumb|none|With some scoped weapons, you do have the option to still use the iron sights for closer engagements.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA-58 OSW==&lt;br /&gt;
Exclusive to the PMC team, the [[DSA SA58 OSW|DSA SA-58 OSW]] appears as the primary weapon to the alternate Rifleman kit. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|450px|thumb|none|DSA SA-58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58Render.jpg|600px|thumb|none|As seen in the render, it is fitted with an AR-15 buffer tube adapter and LMT Crane stock, it also feeds from standard 20 round magazines.]]&lt;br /&gt;
[[File:OHD SA-58 (1).jpg|600px|thumb|none|In normal gameplay, the SA-58 uses an EOTech holographic sight. For reasons unknown, the SDK does not show the optics when viewed on certain weapons.]]&lt;br /&gt;
[[File:OHD SA-58 (2).jpg|600px|thumb|none|Except this one, the standard PMC EXPS-3.]]&lt;br /&gt;
[[File:OHD SA-58 (3).jpg|600px|thumb|none|Tactically reloading by juggling mags.]]&lt;br /&gt;
[[File:OHD SA-58 (4).jpg|600px|thumb|none|And then ending this circus routine by locking one in place.]]&lt;br /&gt;
[[File:OHD SA-58.jpg|600px|thumb|none|Unlike some of the guns in the game, the merc actually checks the bolt when it's actually ''empty''.]]&lt;br /&gt;
[[File:OHD SA-58 (5).jpg|600px|thumb|none|The merc hitting the bolt release on his FAL variant, as opposed to pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense Mk 18 SBR==&lt;br /&gt;
The [[Mk 18 Mod 1|Daniel Defense Mk 18 SBR]] is available to the Squad Leader and primary Rifleman kits in the PMCs. The Squad Lead's version sports a suppressor, while the Rifleman's is not. The in game model appears to have Colt style markings on the lower receiver, while it has a Daniel Defense marked upper receiver.  &lt;br /&gt;
[[File:Dd-mk18-factory.JPG|450px|thumb|none|Daniel Defense SBR, to which the pistol grip and RIS are taken from]]&lt;br /&gt;
[[File:Mk18Render.jpg|600px|thumb|none|The render of the Mk 18. It's fitted with the PMC special EXPS-3 holographic sight, Magpul CTR stock, TangoDown stubby grip, a DD overmolded grip and a DD A1 BUIS front sight with KAC 300m folding rear. And OKAY Industry Surefeed mags.]]&lt;br /&gt;
[[File:OHD MK18.jpg|600px|thumb|none|Out in the fun ]]&lt;br /&gt;
[[File:OHD MK18Sight.jpg|600px|thumb|none|A look through the EOTech...]]&lt;br /&gt;
[[File:OHD MK18-2.jpg|600px|thumb|none|Reloading the unsuppressed Mk 18 by yanking out the mag...]]&lt;br /&gt;
[[File:OHD MK18Reload.jpg|600px|thumb|none|Stuffing a new one in the gun. Note our nice Daniel Defense branded upper.]]&lt;br /&gt;
[[File:OHD MK18Boltcheck.jpg|600px|thumb|none|And slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Custom AR-15 Variant==&lt;br /&gt;
An [[AR-15]] variant appears in-game as the &amp;quot;M4A1 M203 Rifle.&amp;quot; Seemingly based on the at-the-moment unused M4A1 in the game's SDK but stretched to fit the M203 model off of the M16A2, what it ''becomes'' is a franken rifle made out of an M4 lower and an 16&amp;quot; Dissipator style upper fitted with a stretched M4 RAS handguard.&lt;br /&gt;
[[File:M16A4M203ACOG.jpg|thumb|none|400px|Artwork of an M16A4 rifle with ACOG scope, KAC M5 RIS handguard, and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4A1GrenadeRender.jpg|600px|thumb|none|SDK render of the abomination. fitted with the Merc EXPS and a stretched to fit M4 RAS handguard. The lack of a mounting cut at the front shows this is just the M4 RAS edited to fit, and the scratches this shares with the lower M4 model confirm that.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (1).jpg|600px|thumb|none|Behold, the desert dustbowl and the Grenadier's abomination rifle.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (2).jpg|600px|thumb|none|Hey, functional M203 though, that's nice.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (3).jpg|600px|thumb|none|Reloading by grabbing the old mag...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (5).jpg|600px|thumb|none|Putting in a new one...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (7).jpg|600px|thumb|none|Palming the bolt release...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (8).jpg|600px|thumb|none|And tilting the rifle to make sure the bolt's gone home, and to question just what was done to this poor M4..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
A suppressed [[HK417]] appears, available to the PMC Marksman kit. It features a Schmidt &amp;amp; Bender LPVO and a Trijicon RMR on the side of the scope ring on the Geissele Automatics mount.&lt;br /&gt;
[[File:HK417 16.jpg|450px|thumb|none|HK417 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HK417Render.jpg|600px|thumb|none|The SDK render of the HK417, it is fitted with a Keymod freefloat rail, with a BCM Gunfighter Mod 3 foregrip grip mounted below]]&lt;br /&gt;
[[File:OHD HK417 (1).jpg|600px|thumb|none|Far out in the wilds outside the city, a PMC Marksman watches the flank with his 417.]]&lt;br /&gt;
[[File:OHD HK417 (2).jpg|600px|thumb|none|Yanking out the mag...]]&lt;br /&gt;
[[File:OHD HK417 (3).jpg|600px|thumb|none|Loading in a fresh one, appreciating the transluscent mag rendered in properly.]]&lt;br /&gt;
[[File:OHD HK417 (4).jpg|600px|thumb|none|A view through the scope...]]&lt;br /&gt;
[[File:OHD HK417 (5).jpg|600px|thumb|none|...and a look through the RMR as well.]]&lt;br /&gt;
[[File:OHD HK417 (7).jpg|600px|thumb|none|Reloading properly by yanking out the mag, putting a new one in...]]&lt;br /&gt;
[[File:OHD HK417 (11).jpg|600px|thumb|none|And give it a slap.]]&lt;br /&gt;
[[File:OHD HK417 (12).jpg|600px|thumb|none|..then surely enough to our surprise, he also checks if the bolt was seated correctly!]]&lt;br /&gt;
[[File:OHD HK417 (13).jpg|600px|thumb|none|As part of the stow animation, he starts to close the ejection port cover.]]&lt;br /&gt;
[[File:OHD HK417 (14).jpg|600px|thumb|none|Then in the draw animation, he opens the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[MP5A5]] is available to the Medic kit of the PMC Faction.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|450px|thumb|none|H&amp;amp;K MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5Render.jpg|600px|thumb|none|Render of the MP5A5 with a Midwest Industries MLOK handguard.]]&lt;br /&gt;
[[File:OHD MP5A4 (1).jpg|600px|thumb|none|The merc with relatively modified, but barebones MP5A5, maybe customization will come later?]]&lt;br /&gt;
[[File:OHD MP5A4 (2).jpg|600px|thumb|none|A look through the open v-notch setting on rear diopter sight.]]&lt;br /&gt;
[[File:OHD MP5A4 (3).jpg|600px|thumb|none|Doing a quick reload here...]]&lt;br /&gt;
[[File:OHD MP5A4 (4).jpg|600px|thumb|none|Locking the bolt back, y'all know what's coming, don't you?]]&lt;br /&gt;
[[File:OHD MP5A4 (6).jpg|600px|thumb|none|Inserting a topped off magazine.]]&lt;br /&gt;
[[File:OHD MP5A4 (7).jpg|600px|thumb|none|The moment you've all been waiting for. Because it wouldn't be a proper modern shooter if it didn't feature the HK slap, now would it?]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A1==&lt;br /&gt;
Like the MP5 above, the [[MP7|MP7A1]] is exclusive to the PMCs, but this time limited to the AT Rifleman kit &lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|450px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:MP7A1Render.jpg|600px|thumb|none|The render of the MP7A1, for reasons, some weapons that have optics are currently missing when viewed in the SDK.]]&lt;br /&gt;
[[File:OHD MP7A1 (1).jpg|600px|thumb|none|An antitank gunner hides in the backrooms with a fancy MP7.]]&lt;br /&gt;
[[File:OHD MP7A1 (2).jpg|600px|thumb|none|And its even fancier EXPS.]]&lt;br /&gt;
[[File:OHD MP7A1 (3).jpg|600px|thumb|none|And a very elaborate reload, follow along now. Hit the mag release, drop the mag...]]&lt;br /&gt;
[[File:OHD MP7A1 (4).jpg|600px|thumb|none|Replace the mag...]]&lt;br /&gt;
[[File:OHD MP7A1 (5).jpg|600px|thumb|none|Or in this case do a non-empty mag swap and hold an entire 40 rounder in between your ring and pinkie finger.]]&lt;br /&gt;
[[File:OHD MP7A1 (6).jpg|600px|thumb|none|Shove it in further...]]&lt;br /&gt;
[[File:OHD MP7A1 (8).jpg|600px|thumb|none|Until it clicks.]]&lt;br /&gt;
[[File:OHD MP7A1 (9).jpg|600px|thumb|none|And then drops the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The iconic [[M1A1 Thompson]] is available exclusively to the US WWII era Squad Leader kit. &lt;br /&gt;
[[File:M1sb.jpg|450px|thumb|none|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:M1A1Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M1A1 Thompson.jpg|600px|thumb|none|The US NCO guards his position with his M1A1 Thompson.]]&lt;br /&gt;
[[File:OHD M1A1 ThompsonI Irons.jpg|600px|thumb|none|A view through the Thompson's rear peep sight.]]&lt;br /&gt;
[[File:OHD M1A1 Thompson Reload.jpg|600px|thumb|none|As is part of the Post Scriptum/Day of Infamy Compact, one must tap his loaded mag on the side of a Thompson for his reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 Grease Gun==&lt;br /&gt;
The [[M3A1 Grease Gun]] appears available to the Medic kit in the Vietnam US faction.&lt;br /&gt;
[[File:Grease3 2.jpg|450px|thumb|none|M3A1 Grease Gun - .45 ACP]]&lt;br /&gt;
[[File:M3A1Render.jpg|600px|thumb|none|Behold, a Gun of Grease.]]&lt;br /&gt;
[[File:OHD GreaseGun.jpg|600px|thumb|none|A Medic wielding his Grease Gun, feeling a bit shafted.]]&lt;br /&gt;
[[File:OHD GreaseGunIrons.jpg|600px|thumb|none|A view through the peep sight.]]&lt;br /&gt;
[[File:OHD GreaseGunReload.jpg|600px|thumb|none|Swapping mags.]]&lt;br /&gt;
[[File:OHD GreaseGunReload2.jpg|600px|thumb|none|New one going in.]]&lt;br /&gt;
[[File:OHD GreaseGunBoltPull.jpg|600px|thumb|none|Pulling the bolt back, bringing it back in the fight.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
Like its American counterpart, the [[MP40]] is also available to the Wehrmacht Squad Leader.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|450px|thumb|none|MP40 with a brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:MP40Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD MP40.jpg|600px|thumb|none|A German Wehrmacht officer wielding his MP40, on the look out for the likes of [[Band of Brothers|Easy Company]].]]&lt;br /&gt;
[[File:OHD MP40Irons.jpg|600px|thumb|none|Sighting it in, having a good bit of field of view eaten by the user's hand.]]&lt;br /&gt;
[[File:OHD MP40Reload.jpg|600px|thumb|none|Removing the old mag...]]&lt;br /&gt;
[[File:OHD MP40Reload2.jpg|600px|thumb|none|Locking the bolt in the safety notch while still holding onto the old mag...]]&lt;br /&gt;
[[File:OHD MP40Reload3.jpg|600px|thumb|none|Inserting a fresh mag...]]&lt;br /&gt;
[[File:OHD MP40Reload4.jpg|600px|thumb|none|And then dropping the bolt out of the safety notch.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the standard rifle of the Insurgent and Russian Marksman class.&lt;br /&gt;
[[File:SVD Rifle.jpg|450px|thumb|none|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:SVDRender.jpg|600px|thumb|none|The render of a Russian classic.]]&lt;br /&gt;
[[File:OHD SVD.jpg|600px|thumb|none|A Russian soldier provides watch on the streets of Godknowswhereistan with his Dragunov at the ready.]]&lt;br /&gt;
[[File:OHD SVDScope (2).jpg|600px|thumb|none|Our friend here got bored, so decided to make himself a dummy target.]]&lt;br /&gt;
[[File:OHD SVDIrons.jpg|600px|thumb|none|Fortunately for him, he actually has some common sense to also utilize the weapon's irons.]]&lt;br /&gt;
[[File:OHD SVDReload.jpg|600px|thumb|none|After shooting off some steam, he decides the best course of action is to insert a new magazine.]]&lt;br /&gt;
[[File:OHD SVDReload2.jpg|600px|thumb|none|Seat the mag.]]&lt;br /&gt;
[[File:OHD SVDEmpty.jpg|600px|thumb|none|As seen, the weapon is correctly depicted with its bolt locking back when empty.]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[M40]] is available to the Sniper kits of US forces both in Vietnam and Gulf War era.&lt;br /&gt;
[[File:M40 1.jpg|450px|thumb|none|M40 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M40A1Render.jpg|600px|thumb|none|The render of the M40.]]&lt;br /&gt;
[[File:OHD M40A1.jpg|600px|thumb|none|A Grunt with his sniper rifle trying to enjoy a [[Good Morning, Vietnam|good morning]].]]&lt;br /&gt;
[[File:OHD M40A1Scope.jpg|600px|thumb|none|Note the slightly too modern reticle, mil-dots weren't really popular on scope designs until later in the 90's.]]&lt;br /&gt;
[[File:OHD M40A1Bolt.jpg|600px|thumb|none|Working the bolt...]]&lt;br /&gt;
[[File:OHD M40A1Reload.jpg|600px|thumb|none|And topping off the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is a standard MG for the Russian armed forces, and is also used by the Insurgents.&lt;br /&gt;
[[File:PKM-mg.jpg|350px|thumb|none|PKM - 7.62x54mmR]]&lt;br /&gt;
[[File:PKMRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD PKM.jpg|600px|thumb|none|A Russian machine gunner on a long walk in the desert, lugging his PKM with him.]]&lt;br /&gt;
[[File:PKM PointShoot.jpg|600px|thumb|none|The Russian soldier looking around his PKM, maybe optimal for point blank engagements or just want to squeeze off a sporadic shot group?]]&lt;br /&gt;
[[File:OHD PKMProne.jpg|600px|thumb|none|The soldier goes prone with his PKM, getting us a better look in normal gameplay.]]&lt;br /&gt;
[[File:OHD PKMIrons.jpg|600px|thumb|none|A look down the irons. This is actually one of the only ways to actually fire an MG in game, the alternative is point shooting.]]&lt;br /&gt;
[[File:OHD PKMReload.jpg|600px|thumb|none|After slinging some hot lead down range, he feels it's a good idea to open the feed tray.]]&lt;br /&gt;
[[File:OHD PKMReload2.jpg|600px|thumb|none|Then places a fresh belt of brass(!) 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60]] is available to the Vietnam and Gulf War US forces in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|350px|thumb|none|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:M60Render.jpg|600px|thumb|none|A render of the M60.]]&lt;br /&gt;
[[File:OHD M60.jpg|600px|thumb|none|Come on, admit it. You were expecting a Vietnam screenshot for this one.]]&lt;br /&gt;
[[File:M60 PointShoot.jpg|600px|thumb|none|The US Grunt decides to shoot this way, he'll just use the tracers to walk his shots in.]]&lt;br /&gt;
[[File:OHD M60Irons.jpg|600px|thumb|none|A nice look-see of The Pig's iron sights.]]&lt;br /&gt;
[[File:OHD M60Prone.jpg|600px|thumb|none|The American grunt goes prone with his M60, hope the sand doesn't cause stoppages.]]&lt;br /&gt;
[[File:OHD M60Reload.jpg|600px|thumb|none|Opening the feed tray to replace his semi-expended belt.]]&lt;br /&gt;
[[File:OHD M60Reload2.jpg|600px|thumb|none|Behold, the new belt of 7.62x51mm M80 rounds!]]&lt;br /&gt;
&lt;br /&gt;
==Madsen Machine Gun==&lt;br /&gt;
A [[Madsen]] appears for the Machine Gunner kit for the Imperial German Army.&lt;br /&gt;
[[File:MadsenGun1.jpg|350px|thumb|none|Madsen Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MadsenGun.jpg|600px|thumb|none|A render of a Century old classic.]]&lt;br /&gt;
[[File:OHD MadsenGun.jpg|600px|thumb|none|A German gunner wanders the French village with his Danish machine gun, true multiculturalism.]]&lt;br /&gt;
[[File:Madsen PointShoot.jpg|600px|thumb|none|The Imperial German soldier doing the closest thing to hip firing with his Madsen.]]&lt;br /&gt;
[[File:OHD MadsenGunIrons.jpg|600px|thumb|none|A view through the Madsen's sights.]]&lt;br /&gt;
[[File:OHD MadsenGunReload.jpg|600px|thumb|none|The German soldier swapping out the magazine on his Madsen.]]&lt;br /&gt;
[[File:OHD MadsenGun Charging.jpg|600px|thumb|none|He then charges the weapon by pulling the crank handle.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The [[Chauchat]] appears available to the US WWI Machine Gunner kit. &lt;br /&gt;
[[File:Chauchat without sights.jpg|350px|thumb|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:ChauchatRender.jpg|600px|thumb|none|SDK render of the model.]]&lt;br /&gt;
[[File:OHD Chauchat.jpg|600px|thumb|none|A Doughboy wanders a French field with his French automatic rifle, being slightly less multicultural.]]&lt;br /&gt;
[[File:Chauchat PointShoot.jpg|600px|thumb|none|The Doughboy sweeps through the trenches with his Chauchat, not exactly the right weapon for the job.]]&lt;br /&gt;
[[File:OHD ChauchatIrons.jpg|600px|thumb|none|The sights kinda leave a lot to be desired, but you have to make do with what you've got.]]&lt;br /&gt;
[[File:OHD Chauchat reload.jpg|600px|thumb|none|The Doughboy reloading his Chauchat.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
An [[RPD]] is currently used by the NVA faction.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|350px|thumb|none|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[File:RPDRender.jpg|600px|thumb|none|RPD with the bipod deployed.]]&lt;br /&gt;
[[File:OHD RPD.jpg|600px|thumb|none|Papa-san guards his rice paddy with his RPD.]]&lt;br /&gt;
[[File:RPD PointShoot.jpg|600px|thumb|none|An NVA soldier pointing his RPD around looking for any GIs.]]&lt;br /&gt;
[[File:OHD RPD Irons.jpg|600px|thumb|none|Aided by a decent enough sight picture.]]&lt;br /&gt;
[[File:OHD RPD Prone.jpg|600px|thumb|none|And by getting down and dirty in the mud.]]&lt;br /&gt;
[[File:OHD RPD Reload.jpg|600px|thumb|none|Reloads start with cracking the top cover open...]]&lt;br /&gt;
[[File:OHD RPD Reload2.jpg|600px|thumb|none|Unlatching the belt box...]]&lt;br /&gt;
[[File:OHD RPD Reload3.jpg|600px|thumb|none|Replacing the belt box/drum...]]&lt;br /&gt;
[[File:OHD RPD BoltPull.jpg|600px|thumb|none|And then charging it.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is usable to the Wehrmacht Machine Gunner kit.&lt;br /&gt;
[[File:MG42.jpg|350px|thumb|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MG42Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD MG42.jpg|600px|thumb|none|A beleagured German gunner wanders the outskirts of Monte Cassino with his MG42.]]&lt;br /&gt;
[[File:MG42 PointShoot.jpg|600px|thumb|none|The German machine gunner practicing the (probably) unorthodox point shooting with his buzzsaw.]]&lt;br /&gt;
[[File:OHD MG42Irons.jpg|600px|thumb|none|Squatting down with his MG, lining up the sights.]]&lt;br /&gt;
[[File:OHD MG42Prone.jpg|600px|thumb|none|And firing wildly into the mud, because why not?]]&lt;br /&gt;
[[File:OHD MG42Reload.jpg|600px|thumb|none|We need an excuse to reload, like opening up the top cover...]]&lt;br /&gt;
[[File:OHD MG42Reload2.jpg|600px|thumb|none|And stuffing in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
Like the MG42, the [[Browning M1919A4]] is standard to the US WWII Machine Gunner.&lt;br /&gt;
[[File:M1919A4.jpg|350px|thumb|none|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Browning1919Render.jpg|600px|thumb|none|Someone stole my stock!]]&lt;br /&gt;
[[File:OHD Browning1919.jpg|600px|thumb|none|Ah well, a GI must make do.]]&lt;br /&gt;
[[File:M1919 PointShoot.jpg|600px|thumb|none|A US gunner also copies his German counterpart.]]&lt;br /&gt;
[[File:OHD BrowningM1919Irons.jpg|600px|thumb|none|Aiming it by the power of hope and dreams.]]&lt;br /&gt;
[[File:OHD Browning1919Sweep.jpg|600px|thumb|none|Reloading by opening up the top cover and sweeping the feed tray of any links. Which we technically shouldn't have with a cloth belt.]]&lt;br /&gt;
[[File:OHD BrowningM1919Reload.jpg|600px|thumb|none|Loading up a new belt...]]&lt;br /&gt;
[[File:OHD Browning1919Reload2.jpg|600px|thumb|none|And slapping the top cover down.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The classic [[M1918A2 BAR|Browning M1918A2]] available to the US Auto Rifleman.&lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|Browning M1918A2 - .30-06 Springfield]]&lt;br /&gt;
[[File:BARRender.jpg|600px|thumb|none|none]]&lt;br /&gt;
[[File:OHD BAR.jpg|600px|thumb|none|Climbing up the hill, our trusty GI has one friend, his BAR.]]&lt;br /&gt;
[[File:OHD BAR Irons.jpg|600px|thumb|none|And the sights of the BAR.]]&lt;br /&gt;
[[File:OHD BAR Reload.jpg|600px|thumb|none|And charging the bolt of the BAR..]]&lt;br /&gt;
[[File:OHD BAR Reload2.jpg|600px|thumb|none|And the loading of a mag in the BAR, have I said BAR enough yet?.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203]] appears exclusive to the Grenadier kit for 1990s US and PMC teams. &lt;br /&gt;
[[File:M16A2 M203.jpg|450px|thumb|none|M16A2 with an M203 - 40x46mmSR]]&lt;br /&gt;
[[File:M4Block2M203A1.jpg|450px|thumb|none|M4A1 Block II with an underslung M203A1, similar configuration to the one seen in game]]&lt;br /&gt;
[[File:M16A2GrenadierRender.jpg|600px|thumb|none|The classic M16A2 with a M203.]]&lt;br /&gt;
[[File:M4A1GrenadeRender.jpg|600px|thumb|none|The M4A1 Block II look-alike with an underslung M203A1]]&lt;br /&gt;
[[File:OHD M16M203.jpg|600px|thumb|none|The US grenadier admires his A2 with the M203 mounted to it.]]&lt;br /&gt;
[[File:OHD M16M203Irons.jpg|600px|thumb|none|Now a look through the leaf sight.]]&lt;br /&gt;
[[File:OHD M16M203Reload.jpg|600px|thumb|none|After lobbing a 40 mike-mike down range, he starts to dump the expended shell.]]&lt;br /&gt;
[[File:OHD M16M203Reload2.jpg|600px|thumb|none|Loading a brand new shell.]]&lt;br /&gt;
[[File:OHD M16M203Reload3.jpg|600px|thumb|none|Closing the tube on a new shell, ready to cause indirect, or direct fire support.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (9).jpg|600px|thumb|none|And the modern ''thing'' with its 203.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (10).jpg|600px|thumb|none|Same sight picture.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (11).jpg|600px|thumb|none|Same bada bing...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (12).jpg|600px|thumb|none|Bada boom...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (13).jpg|600px|thumb|none|Fuhgetaboutit.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
Available only to the WWII US Grenadier kit, the [[M7 Rifle Grenade Launcher]] appears as their secondary weapon.   &lt;br /&gt;
[[File:M1 garand M7.jpg|450px|thumb|none|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|450px|thumb|none|Mk 2 training grenade fitted with M1A2 22mm rifle grenade projection adapter.]]&lt;br /&gt;
[[File:M7LauncherRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M7Grenade.jpg|600px|thumb|none|A USGI with the M7 loaded with the M1A2 adapter and ready to go on his Garand.]]&lt;br /&gt;
[[File:OHD M7Reload.jpg|600px|thumb|none|Now preparing to attach a new one...]]&lt;br /&gt;
[[File:OHD M7Reload2.jpg|600px|thumb|none|...and now that it's seated to the desired amount of pressure he wanted, time for the finishing touch...]]&lt;br /&gt;
[[File:OHD M7Pin.jpg|600px|thumb|none|...he pulls the pin, but that's not all, not just yet.]]&lt;br /&gt;
[[File:OHD M7Chamber.jpg|600px|thumb|none|Lastly, cycling the bolt. Or in this case a live .30-06. Don't try this at home, kids.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatgerat 41==&lt;br /&gt;
Like the launcher above, the [[Gewehrgranatengerät]] is exclusive to the Wehrmacht grenadier as well.&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|450px|thumb|none|Gewehrgranatgerat attached to a Karabiner 98k.]]&lt;br /&gt;
[[File:Kar98kGrenadeRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD K98kGrenade.jpg|600px|thumb|none|The grenadier admiring his rifle, grenade and his rifle mounted grenade.]]&lt;br /&gt;
[[File:OHD K98kGrenadeReload.jpg|600px|thumb|none|Putting a new grenade in the cup.]]&lt;br /&gt;
[[File:OHD K98kGrenadeChamber.jpg|600px|thumb|none|And chambering a fresh new 8mm Mauser blank. Hopefully.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
The [[GP-30M]] appears as an underslung weapon on the AK-74, usable to Russian and Insurgent grenadier kits.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|450px|thumb|none|GP-30M 40mm]]&lt;br /&gt;
[[File:GP30MRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD GP30Deploy.jpg|600px|thumb|none|Deploying the GP-30M's leaf sight.]]&lt;br /&gt;
[[File:OHD GP30Deploy2.jpg|600px|thumb|none|Now fully deployed, and ready for action.]]&lt;br /&gt;
[[File:OHD GP30 Aim.jpg|600px|thumb|none|Pointing the GP-30M]]&lt;br /&gt;
[[File:OHD GP30Sight.jpg|600px|thumb|none|A look through the leaf sight. ]]&lt;br /&gt;
[[File:OHD GP30Reload.jpg|600px|thumb|none|Inserting a new VOG shell. ]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] is available to the US Vietnam forces, only accessible to the Grenadier kit.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|450px|thumb|none|M79 Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:OHD M79.jpg|600px|thumb|none|The GI with his Thumper back in the jungle.]]&lt;br /&gt;
[[File:OHD M79Irons.jpg|600px|thumb|none|Strangely enough, the leaf sights aren't usable here.]]&lt;br /&gt;
[[File:OHD M79Reload.jpg|600px|thumb|none|Dumping the spent shell...though the primer hasn't been struck at all.]]&lt;br /&gt;
[[File:OHD M79Reload2.jpg|600px|thumb|none|Inserting a new 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[AT-4]] is used by PMC and 1990s US Anti-Tank kits, unlike the Insurgent's RPG-7, it is a disposable launcher, and cannot be reloaded.&lt;br /&gt;
[[File:AT-4Launcher.jpg|450px|thumb|none|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:AT4Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD AT4.jpg|600px|thumb|none|An AT soldier with his trusty AT4.]]&lt;br /&gt;
[[File:OHD AT4Irons.jpg|600px|thumb|none|And the sights of the AT4.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-18==&lt;br /&gt;
An [[RPG-18]] is available exclusive to the Russian Anti-Tank kit&lt;br /&gt;
[[File:RPG-18Open.jpg|450px|thumb|none|RPG-18 - 64mm]]&lt;br /&gt;
[[File:RPG18Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD RPG-18 (1).jpg|600px|thumb|none|Going on a night walk, the Russian AT guy brings his RPG-18 along.]]&lt;br /&gt;
[[File:OHD RPG-18 (2).jpg|600px|thumb|none|Deploying the tube...]]&lt;br /&gt;
[[File:OHD RPG-18 (3).jpg|600px|thumb|none|...now deployed.]]&lt;br /&gt;
[[File:OHD RPG-18 (4).jpg|600px|thumb|none|A look through the RPG-18's sights, to destroy the dastardly telephone pole.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is usable to AT kits in the NVA and Insurgent factions.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|450px|thumb|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD RPG7.jpg|600px|thumb|none|An insurgent whips out his trusty RPG-7.]]&lt;br /&gt;
[[File:OHD_RPG7_Irons.jpg|600px|thumb|none|And its rather highly raised up rear sight.]]&lt;br /&gt;
[[File:OHD RPG7 Reload.jpg|600px|thumb|none|Doesn't stop it from being as effective as you'd expect.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The classic [[Model 16 Stielhandgranate|potato masher]] appears in both WWI and WWII German factions.&lt;br /&gt;
[[File:M16stick.jpg|350px|thumb|none|Model 16 Stielhandgranate]]&lt;br /&gt;
[[File:OHD PotatoMasher.jpg|600px|thumb|none|The German soldier prepares to put his non-Mann Co. branded Caber to use.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] is usuable to both WWI US faction and their WWII incarnation.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|250px|thumb|none|Mk 2 Hand Grenade]]&lt;br /&gt;
[[File:OHD MK2Grenade.jpg|600px|thumb|none|A Doughboy gazes at his time travelling pineapple.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
An [[F-1 Hand Grenade]] is available to Russian and Insurgent factions.&lt;br /&gt;
[[File:Deactivated f1.jpg|250px|thumb|none|F-1 Hand Grenade]]&lt;br /&gt;
[[File:OHD F1Grenade.jpg|600px|thumb|none|A Russian conscript enjoys seeing the grenade of his forefathers.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
An [[M26 Hand Grenade]] is available to Vietnam era US forces.&lt;br /&gt;
[[File:M26 Grenade.jpg|250px|thumb|none|M26 Fragmentation Grenade]]&lt;br /&gt;
[[File:OHD M26Grenade.jpg|600px|thumb|none|A GI tells a tree to go screw itself in the most direct way possible.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Available to the NVA, the [[Type 67 stick grenade|Type 67 Stick Grenade]] is standard to most of the faction's kits.&lt;br /&gt;
[[File:Type67Grenade.jpg|350px|thumb|none]]&lt;br /&gt;
[[File:OHD Type67Grenade.jpg|600px|thumb|none|A NVA soldier tells GI to go home in the most direct way possible.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Frag Grenade==&lt;br /&gt;
The [[M67 Hand Grenade|M67 Grenade]] is available to the Gulf War US and PMC teams.&lt;br /&gt;
[[File:Baseball.jpg|250px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:OHD M67Frag.jpg|600px|thumb|none|A US soldier tells the insurgents his strongly worded opinion in 3 to 7 seconds or less.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade== &lt;br /&gt;
The [[RDG-2 smoke grenade|RDG-2 Smoke Grenade]] is present to most kits of the Russian, NVA, and Insurgent factions.&lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 Smoke Grenade]]&lt;br /&gt;
[[File:OHD RGD2Smoke.jpg|600px|thumb|none|An insurgent prepares to signal the boys with his fancy smoke candle.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
An [[M18 Smoke Grenade]] is available to the US Vietnam and Gulf War, as well a PMC factions.&lt;br /&gt;
[[File:M18green.jpg|350px|thumb|none|M18 Smoke Grenade (Green)]]&lt;br /&gt;
[[File:OHD M18SmokeGrenade.jpg|600px|thumb|none|A GI sights in the napalm strike with his M18.]]&lt;br /&gt;
&lt;br /&gt;
=Cut/Unused Weapons=&lt;br /&gt;
The following weapons can be found in the SDK, but are currently not accessible by normal means.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|450px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:AK-105Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ASValRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|H&amp;amp;K G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36CRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Endeavor Mk3==&lt;br /&gt;
[[File:EndeavorRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:BarrettRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==DP-28==&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|DP-28 - 7.62x54mmR]]&lt;br /&gt;
[[File:DP28Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester 1897==&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester 1897 - 12 Gauge]]&lt;br /&gt;
[[File:1897Render.jpg|600px|thumb|none]]&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Operation:_Harsh_Doorstop&amp;diff=1558290</id>
		<title>Operation: Harsh Doorstop</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Operation:_Harsh_Doorstop&amp;diff=1558290"/>
		<updated>2023-02-23T02:17:50Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: ding dong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Operation: Harsh Doorstop&lt;br /&gt;
|picture =OHD artwork.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|date= Feb 15, 2023&lt;br /&gt;
|developer=Drakeling Labs&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Operation: Harsh Doorstop''' is a free-to-play, tactical, first person shooter made as sort of tribute to games similar to the likes of ''[[Insurgency]]'', ''[[Rising Storm 2: Vietnam]]'', and ''[[Project Reality]]''. It is also being advertised as a type of sandbox game for the modding community, everything can be configured to the user's desire in the SDK. The current released build features multiple factions of various time periods, such as the Imperial German Army, North Vietnamese Army, and Middle Eastern Insurgents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
An [[M1911]] appears as a primary weapon for the Squad Leaders for the (anachronistic for the era) WWI US Army faction, and as sidearm for the WWII and Vietnam era US forces.&lt;br /&gt;
&lt;br /&gt;
[[File:COLTM1911 1913.jpg|350px|thumb|none|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:M1911Render.jpg|600px|thumb|none|A render of the M1911 model used in Operation Michael and Overlord, lacking any markings.]]&lt;br /&gt;
[[File:M1911A1Render.jpg|600px|thumb|none|Ditto, but the Operation Rolling Stone version, slightly better markings and a correct pin layout for the rear frame.]]&lt;br /&gt;
[[File:OHD 1911.jpg|600px|thumb|none|An American officer wielding his trusty sidearm in WWI, presumably stolen out of the time warp that taught him a two-handed grip.]]&lt;br /&gt;
[[File:OHD 1911Irons.jpg|600px|thumb|none|A look through the irons...]]&lt;br /&gt;
[[File:OHD 1911Reload1.jpg|600px|thumb|none|Inserting a fresh magazine]]&lt;br /&gt;
[[File:OHD 1911Slidelock.jpg|600px|thumb|none|At least the slide locks back like it should.]]&lt;br /&gt;
[[File:OHD 1911 Safety.jpg|600px|thumb|none|Whenever the player character unequips any sidearm, the character will always engage the safety, and also disengage it every time it is re-equipped.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] incorrectly appears under the nomenclature of &amp;quot;Luger P38&amp;quot; and is the sole weapon for the Squad Leader kit of the Imperial German Army faction, a more accurate choice would have been an actual [[Luger P08]], or a [[Mauser C96]]. However, it is more accurately depicted as the sidearm for the Wehrmacht.&lt;br /&gt;
&lt;br /&gt;
[[File:Mauser-P38.jpg|350px|thumb|none|Mauser production Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:P38Render.jpg|600px|thumb|none|Behold, a P38!]]&lt;br /&gt;
[[File:OHD P38.jpg|600px|thumb|none|A German officer somehow wielding a P38 during WWI A time traveler perhaps?]]&lt;br /&gt;
[[File:OHD P38 Irons.jpg|600px|thumb|none|The iron sights of this vintage piece.]]&lt;br /&gt;
[[File:OHD P38 Reload1.jpg|600px|thumb|none|Dry reloading a P38, flick the magazine release and simply swapping mags.]]&lt;br /&gt;
[[File:OHD P38 Slidelock.jpg|600px|thumb|none|And then running out of bullets.]]&lt;br /&gt;
[[File:OHD P38Safety.jpg|600px|thumb|none|The officer flips the safety on his anachronistic sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
Unlike the entry above, the [[Beretta M9]] correctly appears as the sidearm to the Gulf War era US Army faction. Available only to Squad Leader and Marksman kits.&lt;br /&gt;
[[File:M9-pistolet.jpg|350px|thumb|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:BerettaM9Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M9.jpg|600px|thumb|none|[[Call of Duty 4: Modern Warfare|&amp;quot;Your show sucks!&amp;quot;]]]]&lt;br /&gt;
[[File:OHD M9Draw.jpg|600px|thumb|none|The user thumbs the hammer on is Beretta upon equipping it...]]&lt;br /&gt;
[[File:OHD M9Safety.jpg|600px|thumb|none|...only to engage the safety and decocker while unequipping it.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov]] appears as the sidearm available to the NVA, Russian military, and Insurgent factions. Much like the M9, it's also exclusive to Squad Lead and Marksman kits.&lt;br /&gt;
[[File:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm]]&lt;br /&gt;
[[File:MakarovRender.jpg|600px|thumb|The render of the PM.]]&lt;br /&gt;
[[File:OHD Makarov.jpg|600px|thumb|none|Back to the past, an NVA soldier in the jungle brandishes his Makarov.]]&lt;br /&gt;
[[File:OHD MakarovIrons.jpg|600px|thumb|none|Almost twenty some years after Vietnam. His Russian counterpart finally gives us a look down the sights in 1991.]]&lt;br /&gt;
[[File:OHD MakarovReload.jpg|600px|thumb|none|Flashing back to Vietnam, the NVA soldier performs a retention reload on the PM.]]&lt;br /&gt;
[[File:OHD MakarovSlideLock.jpg|600px|thumb|none|In his excitement, he neglected the fact that it only holds 8 rounds. ]]&lt;br /&gt;
[[File:OHD MakarovEmptyReload.jpg|600px|thumb|none|[[Half-Life 2|&amp;quot;Don't forget to reload, Dr. Freeman.&amp;quot;]]]]&lt;br /&gt;
[[File:OHD MakarovSlideRack.jpg|600px|thumb|none|Racking the slide, chambering the fresh round.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glock 19 Gen 5==&lt;br /&gt;
A [[Glock 19]] appears exclusively as a sidearm for the PMC faction at the date of this writing. Appropriately named &amp;quot;Triarc&amp;quot; in game, due to it sporting an aftermarket Triarc slide. For obvious reasons, it lacks animations as far as engaging the safety or cocking the hammer is concerned. &lt;br /&gt;
[[File:G19 Gen5 FS.jpg|350px|thumb|none|Glock 19 Gen 5 - 9x19mm]]&lt;br /&gt;
[[File:Glock19render.jpg|600px|thumb|none|A better look at the Gen 5 frame.]]&lt;br /&gt;
[[File:TriarcGlockSlide.jpg|600px|thumb|none|A close up render of the slide, showing the Triarc markings.]]&lt;br /&gt;
[[File:OHD G19.jpg|600px|thumb|none|Generic PMC operator wielding his Franken-Glock 19 during his 80th deployment to the Middle East.]]&lt;br /&gt;
[[File:OHD G19Irons.jpg|600px|thumb|none|A look through the tritium sights.]]&lt;br /&gt;
[[File:OHD G19Reload.jpg|600px|thumb|none|The operator reloads his Glock at his own leisure. Note the Glock logo on the grip.]]&lt;br /&gt;
[[File:OHD G19SlideLock.jpg|600px|thumb|And now its out of ammo.]]&lt;br /&gt;
[[File:OHD G19EmptyReload.jpg|600px|thumb|Fix that by dropping the mag...]]&lt;br /&gt;
[[File:OHD Glock19EmptyReload2.jpg|600px|thumb|Stuff a new one in...]]&lt;br /&gt;
[[File:OHD G19SlideRelease.jpg|600px|thumb|none|And then thumbing the slide release with the off hand.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16 rifle series#M16A2 Rifle|M16A2]] is correctly depicted as the standard issue rifle for the Gulf War US forces. A grenadier variant is also available. As per usual, it is capable of semi auto and three-round burst.&lt;br /&gt;
[[File:M16A2.jpg||thumb|none|350px|M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2 Render.jpg|600px|thumb|Word to the motherfuckin' street, yo!]]&lt;br /&gt;
[[File:OHD M16A2.jpg|600px|thumb|none|The M16A2 in all its glory, we should all be fairly familiar with how this rifle works.]]&lt;br /&gt;
[[File:OHD M16A2irons.jpg|600px|thumb|none|A look through the irons, not as obstructive as some games incorrectly depict them being.]]&lt;br /&gt;
[[File:OHD M16A2Reload.jpg|600px|thumb|none|Performing a tactical reload. While becoming increasingly common in games, the bolt release is also protruding outward, indicating the weapon is empty.]]&lt;br /&gt;
[[File:OHD M16A2BoltRelease.jpg|600px|thumb|none|The grunt gently releasing the bolt with his thumb, as opposed to slapping it with his palm seen in other titles.]]&lt;br /&gt;
[[File:OHD M16A2BoltCheck.jpg|600px|thumb|none|He then cants the rifle to visually inspect the bolt has gone into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
The [[M16A1]] is available to the Vietnam era US forces.&lt;br /&gt;
[[File:M16A1.jpg|thumb|none|350px|M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A1 render.jpg|600px|thumb|none|An unused variant with a Colt 3x20 scope can also be found in the SDK.]]&lt;br /&gt;
[[File:OHD M16A1.jpg|600px|thumb|none|GI Joe with his M16A1 in the rice paddies. He just needs to keep an ear open for the trees.]]&lt;br /&gt;
[[File:OHD M16A1Irons.jpg|600px|thumb|none|Checking the irons on the M16A1]]&lt;br /&gt;
[[File:OHD M16A1Reload.jpg|600px|thumb|none|Reloading his A1. The taped mags are sadly not usable in the game.]]&lt;br /&gt;
[[File:OHD M16A1Boltrelease.jpg|600px|thumb|none|Releasing the bolt on his new rifle.]]&lt;br /&gt;
[[File:OHD M16A1Boltcheck.jpg|600px|thumb|none|The GI tilts his rifle to check the bolt, this at least gives us a good view of the upper receiver to confirm it is indeed an A1, and not a C7 style upper.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] is available as the main rifle to the Russian military and Insurgent factions. Oddly enough, it is a standard AK-74 that is fitted with an AK-74M's handguard, and is fitted with a fixed black synthetic stock much like the Bulgarian produced variant.&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|350px|AK-74 - 5.45x39mm &amp;lt;br&amp;gt;A proper Russian made AK-74 for comparison]]&lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|A Bulgarian produced AK-74. &amp;lt;br&amp;gt;It seems to bear a significant resemblance to the one in-game.]]&lt;br /&gt;
[[File:AK74render.jpg|600px|thumb|none|Render of the AK-74 in the game's SDK.]]&lt;br /&gt;
[[File:OHD AK74.jpg|600px|thumb|none|The AK-74 in the hands of a Russian soldier deployed somewhere in the Middle East or in Central Asia.]]&lt;br /&gt;
[[File:OHD AK74Irons.jpg|600px|thumb|none|A look through the tried and true irons.]]&lt;br /&gt;
[[File:OHD AK74Reload.jpg|600px|thumb|none|The Russian grunt reloads his AK-74 in the classic Soviet dominant-hand style.]]&lt;br /&gt;
[[File:OHD AK74Bolt.jpg|600px|thumb|none|When swapping out an empty mag for a fresh one, he then uses the same hand to charge the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is available to the US WWII era faction. Available to the Rifleman and Grenadier kits.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:M1GarandRender.jpg|600px|thumb|none|A Garand haunted by a loaded and unloaded clip.]]&lt;br /&gt;
[[File:OHD M1Garand.jpg|600px|thumb|none|On the harsh fields of Monte Cassino, a GI totes his Garand into battle.]]&lt;br /&gt;
[[File:OHD M1Garand Irons.jpg|600px|thumb|none|A look through the Garand's iconic iron sights]]&lt;br /&gt;
[[File:OHD M1Garand Reload.jpg|600px|thumb|none|A new enbloc clip being inserted, the Garand is also capable being reloaded without expending the entire clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is usable by the US Vietnam Squad Leader kit, it is also capable of being fired in full auto as well.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm]]&lt;br /&gt;
[[File:M14Render.jpg|600px|thumb|none|Yep, that's an M14.]]&lt;br /&gt;
[[File:OHD M14.jpg|600px|thumb|none|One of the classic battle rifles back in its old stomping grounds.]]&lt;br /&gt;
[[File:OHD M14Irons.jpg|600px|thumb|none|A look through the familiar sights.]]&lt;br /&gt;
[[File:OHD M14Reload2.jpg|600px|thumb|none|Performing an off-hand reloading on the M14...]]&lt;br /&gt;
[[File:OHD M14Bolt.jpg|600px|thumb|none|...the GI now slingshotting the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Paratrooper Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] also appears available to the Medic kit &lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1CarbineRender.jpg|600px|thumb|none|He was just a rookie trooper and he surely shook with pride...]]&lt;br /&gt;
[[File:OHD M1A1Carbine.jpg|600px|thumb|none|A US Medic with an M1A1 Carbine while lurking through some local settlement.]]&lt;br /&gt;
[[File:OHD M1A1Carbine Irons.jpg|600px|thumb|none|A look through the rear peep sight.]]&lt;br /&gt;
[[File:OHD M1A1Carbine Reload.jpg|600px|thumb|none|The medic takes the initiative to reload his carbine...]]&lt;br /&gt;
[[File:OHD M1A1Carbine Reload2.jpg|600px|thumb|none|...and then charges the carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is used as the main service rifle of the WWI era US forces, and used by the Sniper kit in the WWII US faction.&lt;br /&gt;
[[File:M1903Mark1.jpg|450px|thumb|none|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903 scoped.jpg|450px|thumb|none|Springfield M1903A1 with 7.8x Unerti scope- .30-06 Springfield]]&lt;br /&gt;
[[File:1903Render.jpg|600px|thumb|none|Render of the Springfield M1903 and its sniper variant]]&lt;br /&gt;
[[File:OHD 1903.jpg|600px|thumb|none|A Doughboy threatens the far off tree line with a M1903.]]&lt;br /&gt;
[[File:OHD 1903 Irons.jpg|600px|thumb|none|Sighting it in with the skinny original M1903 sights.]]&lt;br /&gt;
[[File:OHD 1903 Bolt.jpg|600px|thumb|none|The Doughboy works the bolt on his issued rifle.]]&lt;br /&gt;
[[File:OHD 1903 Reload.jpg|600px|thumb|none|Currently, all bolt action rifles available in the base game are reloaded one round at a time, even if all rounds fully expended.]]&lt;br /&gt;
[[File:OHD 1903 Sniper.jpg|600px|thumb|none|The time travelling Unertl scope strikes the Doughboy here in France.]]&lt;br /&gt;
[[File:OHD 1903 Scope.jpg|600px|thumb|none|And behold, the thin reticle of this 1930's vintage optic.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is anachronistic, seen being used by the Imperial German Army. More accurately, it is also used by the Rifleman, Medic, Grenadier, and Sniper kits in the Wehrmacht. &lt;br /&gt;
[[File:Karabiner-98K.jpg|450px|thumb|none|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Mauser K98 Sniper.jpg|450px|thumb|none|Karbiner 98k with a ZF-42 scope]]&lt;br /&gt;
[[File:Kar98kRender.jpg|600px|thumb|Render of the scoped and unscoped K98.]]&lt;br /&gt;
[[File:OHD Kar98k.jpg|600px|thumb|none|A Imperial German uses the rifle of his son a few decades early.]]&lt;br /&gt;
[[File:OHD Kar98kIrons.jpg|600px|thumb|none|And enjoys the luxury of a hooded front sight, a rare thing in 1916.]]&lt;br /&gt;
[[File:OHD Kar98kBolt.jpg|600px|thumb|none|The German soldier working the bolt on his anachronistic Karabiner]]&lt;br /&gt;
[[File:OHD Kar98kReload.jpg|600px|thumb|none|Inserting one round at a time...]]&lt;br /&gt;
[[File:OHD Kar98kSafety.jpg|600px|thumb|none|The soldier flicks the safety off his rifle, this happens every time he equips it, but never when he unequips it.]]&lt;br /&gt;
[[File:OHD Kar98Sniper.jpg|600px|thumb|none|His sniper counterpart featuring the scoped variant of the rifle.]]&lt;br /&gt;
[[File:OHD Kar98Sniper Scope.jpg|600px|thumb|none|A view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FG42/II==&lt;br /&gt;
The [[FG42]] appears available to the Auto Rifleman kit in the Wehrmacht faction. &lt;br /&gt;
[[File:FG 42 II.jpg|350px|thumb|none|FG42/II - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:FG42Render.jpg|600px|thumb|none|Side profile of the FG42/II in the SDK.]]&lt;br /&gt;
[[File:OHD FG42.jpg|600px|thumb|none|A German soldier with his rather uncommon rifle during an unknown period in the mid 1940s]]&lt;br /&gt;
[[File:OHD FG42Irons.jpg|600px|thumb|none|A look through the FG42's irons, unfortunately no variant with the optic exists at this time.]]&lt;br /&gt;
[[File:OHD FG42Reload.jpg|600px|thumb|none|He then reloads his paratrooper rifle...]]&lt;br /&gt;
[[File:OHD FG42Reload2.jpg|600px|thumb|none|...inserting a fresh mag...]]&lt;br /&gt;
[[File:OHD FG42Bolt.jpg|600px|thumb|none|...and pulls the charging handle, you all know how these work.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47 Type II==&lt;br /&gt;
The [[AK-47#AK-47|AK-47 Type II]] appears available to the NVA, Insurgents, and Russian military factions.  &lt;br /&gt;
[[File:AK-47 type II Part DM-ST-89-01131.jpg|450px|thumb|none|AK-47 Type II with a slabsided magazine - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47Render.jpg|600px|thumb|The render of the AK, the metal stock bracket confirming it as a Type II.]]&lt;br /&gt;
[[File:OHD AK47.jpg|600px|thumb|none|The AK-47 in the hands of an NVA soldier.]]&lt;br /&gt;
[[File:OHD AK47Irons.jpg|600px|thumb|Iron sights...]]&lt;br /&gt;
[[File:OHD AK47 Reload.jpg|600px|thumb|And a fairly typical reload, swap mags...]]&lt;br /&gt;
[[File:OHD AK47 BoltPull.jpg|600px|thumb|none|And charge it with the firing hand.]]&lt;br /&gt;
&lt;br /&gt;
==SKS== &lt;br /&gt;
Available to the NVA and Insurgent teams, the SKS is used by the NVA Squad Leader and Marksman and exclusive to the Insurgent AT Rifleman.&lt;br /&gt;
[[File:Simonov-Russian-SKS45.jpg|450px|thumb|none|Simonov SKS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:SKSRender.jpg|600px|thumb|The render of the SKS in the SDK.]]&lt;br /&gt;
[[File:OHD SKS.jpg|600px|thumb|none|Guarding a delicate village with an SKS.]]&lt;br /&gt;
[[File:OHD SKS SingleReload.jpg|600px|thumb|none|If you haven't expended the entire magazine, the player character is capable of reloading it one round at a time.]]&lt;br /&gt;
[[File:OHD SKS ClipReload.jpg|600px|thumb|none|Then if the weapon is completely empty, it's capable of being reloaded with a ten-round stripper clip.]]&lt;br /&gt;
[[File:OHD SKS Scope.jpg|600px|thumb|none|The scoped variant available to the NVA Marksman kit.]]&lt;br /&gt;
[[File:OHD SKS Scopes.jpg|600px|thumb|none|A look through the scope...]]&lt;br /&gt;
[[File:OHD SKS Sniper Irons.jpg|600px|thumb|none|With some scoped weapons, you do have the option to still use the iron sights for closer engagements.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA-58 OSW==&lt;br /&gt;
Exclusive to the PMC team, the [[DSA SA58 OSW|DSA SA-58 OSW]] appears as the primary weapon to the alternate Rifleman kit. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|450px|thumb|none|DSA SA-58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58Render.jpg|600px|thumb|none|As seen in the render, it is fitted with an AR-15 buffer tube adapter and LMT Crane stock, it also feeds from standard 20 round magazines.]]&lt;br /&gt;
[[File:OHD SA-58 (1).jpg|600px|thumb|none|In normal gameplay, the SA-58 uses an EOTech holographic sight. For reasons unknown, the SDK does not show the optics when viewed on certain weapons.]]&lt;br /&gt;
[[File:OHD SA-58 (2).jpg|600px|thumb|none|Except this one, the standard PMC EXPS-3.]]&lt;br /&gt;
[[File:OHD SA-58 (3).jpg|600px|thumb|none|Tactically reloading by juggling mags.]]&lt;br /&gt;
[[File:OHD SA-58 (4).jpg|600px|thumb|none|And then ending this circus routine by locking one in place.]]&lt;br /&gt;
[[File:OHD SA-58.jpg|600px|thumb|none|Unlike some of the guns in the game, the merc actually checks the bolt when it's actually ''empty''.]]&lt;br /&gt;
[[File:OHD SA-58 (5).jpg|600px|thumb|none|The merc hitting the bolt release on his FAL variant, as opposed to pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense Mk 18 SBR==&lt;br /&gt;
The [[Mk 18 Mod 1|Daniel Defense Mk 18 SBR]] is available to the Squad Leader and primary Rifleman kits in the PMCs. The Squad Lead's version sports a suppressor, while the Rifleman's is not. The in game model appears to have Colt style markings on the lower receiver, while it has a Daniel Defense marked upper receiver.  &lt;br /&gt;
[[File:Dd-mk18-factory.JPG|450px|thumb|none|Daniel Defense SBR, to which the pistol grip and RIS are taken from]]&lt;br /&gt;
[[File:Mk18Render.jpg|600px|thumb|none|The render of the Mk 18. It's fitted with the PMC special EXPS-3 holographic sight, Magpul CTR stock, TangoDown stubby grip, a DD overmolded grip and a DD A1 BUIS front sight with KAC 300m folding rear. And OKAY Industry Surefeed mags.]]&lt;br /&gt;
[[File:OHD MK18.jpg|600px|thumb|none|Out in the fun ]]&lt;br /&gt;
[[File:OHD MK18Sight.jpg|600px|thumb|none|A look through the EOTech...]]&lt;br /&gt;
[[File:OHD MK18-2.jpg|600px|thumb|none|Reloading the unsuppressed Mk 18 by yanking out the mag...]]&lt;br /&gt;
[[File:OHD MK18Reload.jpg|600px|thumb|none|Stuffing a new one in the gun. Note our nice Daniel Defense branded upper.]]&lt;br /&gt;
[[File:OHD MK18Boltcheck.jpg|600px|thumb|none|And slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Custom AR-15 Variant==&lt;br /&gt;
An [[AR-15]] variant which appears to be inspired by the 14.5 Block II M4A1 appears as the &amp;quot;M4A1 M203 Rifle&amp;quot;. It seems to be based on a mid length gas system AR with a 14.5&amp;quot; barrel, although with a FSP and A2 birdcage similar to a &amp;quot;Dissipator&amp;quot; upper albeit far shorter.&lt;br /&gt;
[[File:SOPMODBII.jpg|450px|thumb|none|M4A1 SOPMOD Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1GrenadeRender.jpg|600px|thumb|none|SDK render of the Grenadier's rifle, fitted with the Merc EXPS, M203 and mostly stock M4 parts, including what is either a stretched M4 RAS or a cut down M5 RAS depending on what the base model that this rifle was based on was.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (1).jpg|600px|thumb|none|Behold, the desert dustbowl and the Grenadier's abomination rifle.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (2).jpg|600px|thumb|none|Hey, functional M203 though, that's nice.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (3).jpg|600px|thumb|none|Reloading by grabbing the old mag...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (5).jpg|600px|thumb|none|Putting in a new one...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (7).jpg|600px|thumb|none|Palming the bolt release...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (8).jpg|600px|thumb|none|And tilting the rifle to make sure the bolt's gone home, and to question what armorer gave him this Franken-M4.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
A suppressed [[HK417]] appears, available to the PMC Marksman kit. It features a Schmidt &amp;amp; Bender LPVO and a Trijicon RMR on the side of the scope ring on the Geissele Automatics mount.&lt;br /&gt;
[[File:HK417 16.jpg|450px|thumb|none|HK417 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HK417Render.jpg|600px|thumb|none|The SDK render of the HK417, it is fitted with a Keymod freefloat rail, with a BCM Gunfighter Mod 3 foregrip grip mounted below]]&lt;br /&gt;
[[File:OHD HK417 (1).jpg|600px|thumb|none|Far out in the wilds outside the city, a PMC Marksman watches the flank with his 417.]]&lt;br /&gt;
[[File:OHD HK417 (2).jpg|600px|thumb|none|Yanking out the mag...]]&lt;br /&gt;
[[File:OHD HK417 (3).jpg|600px|thumb|none|Loading in a fresh one, appreciating the transluscent mag rendered in properly.]]&lt;br /&gt;
[[File:OHD HK417 (4).jpg|600px|thumb|none|A view through the scope...]]&lt;br /&gt;
[[File:OHD HK417 (5).jpg|600px|thumb|none|...and a look through the RMR as well.]]&lt;br /&gt;
[[File:OHD HK417 (7).jpg|600px|thumb|none|Reloading properly by yanking out the mag, putting a new one in...]]&lt;br /&gt;
[[File:OHD HK417 (11).jpg|600px|thumb|none|And give it a slap.]]&lt;br /&gt;
[[File:OHD HK417 (12).jpg|600px|thumb|none|..then surely enough to our surprise, he also checks if the bolt was seated correctly!]]&lt;br /&gt;
[[File:OHD HK417 (13).jpg|600px|thumb|none|As part of the stow animation, he starts to close the ejection port cover.]]&lt;br /&gt;
[[File:OHD HK417 (14).jpg|600px|thumb|none|Then in the draw animation, he opens the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[MP5A5]] is available to the Medic kit of the PMC Faction.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|450px|thumb|none|H&amp;amp;K MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:MP5A5Render.jpg|600px|thumb|none|Render of the MP5A5 with a Midwest Industries MLOK handguard.]]&lt;br /&gt;
[[File:OHD MP5A4 (1).jpg|600px|thumb|none|The merc with relatively modified, but barebones MP5A5, maybe customization will come later?]]&lt;br /&gt;
[[File:OHD MP5A4 (2).jpg|600px|thumb|none|A look through the open v-notch setting on rear diopter sight.]]&lt;br /&gt;
[[File:OHD MP5A4 (3).jpg|600px|thumb|none|Doing a quick reload here...]]&lt;br /&gt;
[[File:OHD MP5A4 (4).jpg|600px|thumb|none|Locking the bolt back, y'all know what's coming, don't you?]]&lt;br /&gt;
[[File:OHD MP5A4 (6).jpg|600px|thumb|none|Inserting a topped off magazine.]]&lt;br /&gt;
[[File:OHD MP5A4 (7).jpg|600px|thumb|none|The moment you've all been waiting for. Because it wouldn't be a proper modern shooter if it didn't feature the HK slap, now would it?]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A1==&lt;br /&gt;
Like the MP5 above, the [[MP7|MP7A1]] is exclusive to the PMCs, but this time limited to the AT Rifleman kit &lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|450px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:MP7A1Render.jpg|600px|thumb|none|The render of the MP7A1, for reasons, some weapons that have optics are currently missing when viewed in the SDK.]]&lt;br /&gt;
[[File:OHD MP7A1 (1).jpg|600px|thumb|none|An antitank gunner hides in the backrooms with a fancy MP7.]]&lt;br /&gt;
[[File:OHD MP7A1 (2).jpg|600px|thumb|none|And its even fancier EXPS.]]&lt;br /&gt;
[[File:OHD MP7A1 (3).jpg|600px|thumb|none|And a very elaborate reload, follow along now. Hit the mag release, drop the mag...]]&lt;br /&gt;
[[File:OHD MP7A1 (4).jpg|600px|thumb|none|Replace the mag...]]&lt;br /&gt;
[[File:OHD MP7A1 (5).jpg|600px|thumb|none|Or in this case do a non-empty mag swap and hold an entire 40 rounder in between your ring and pinkie finger.]]&lt;br /&gt;
[[File:OHD MP7A1 (6).jpg|600px|thumb|none|Shove it in further...]]&lt;br /&gt;
[[File:OHD MP7A1 (8).jpg|600px|thumb|none|Until it clicks.]]&lt;br /&gt;
[[File:OHD MP7A1 (9).jpg|600px|thumb|none|And then drops the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The iconic [[M1A1 Thompson]] is available exclusively to the US WWII era Squad Leader kit. &lt;br /&gt;
[[File:M1sb.jpg|450px|thumb|none|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:M1A1Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M1A1 Thompson.jpg|600px|thumb|none|The US NCO guards his position with his M1A1 Thompson.]]&lt;br /&gt;
[[File:OHD M1A1 ThompsonI Irons.jpg|600px|thumb|none|A view through the Thompson's rear peep sight.]]&lt;br /&gt;
[[File:OHD M1A1 Thompson Reload.jpg|600px|thumb|none|As is part of the Post Scriptum/Day of Infamy Compact, one must tap his loaded mag on the side of a Thompson for his reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 Grease Gun==&lt;br /&gt;
The [[M3A1 Grease Gun]] appears available to the Medic kit in the Vietnam US faction.&lt;br /&gt;
[[File:Grease3 2.jpg|450px|thumb|none|M3A1 Grease Gun - .45 ACP]]&lt;br /&gt;
[[File:M3A1Render.jpg|600px|thumb|none|Behold, a Gun of Grease.]]&lt;br /&gt;
[[File:OHD GreaseGun.jpg|600px|thumb|none|A Medic wielding his Grease Gun, feeling a bit shafted.]&lt;br /&gt;
[[File:OHD GreaseGunIrons.jpg|600px|thumb|none|A view through the peep sight.]]&lt;br /&gt;
[[File:OHD GreaseGunReload.jpg|600px|thumb|none|Swapping mags.]]&lt;br /&gt;
[[File:OHD GreaseGunReload2.jpg|600px|thumb|none|New one going in.]]&lt;br /&gt;
[[File:OHD GreaseGunBoltPull.jpg|600px|thumb|none|Pulling the bolt back, bringing it back in the fight.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
Like its American counterpart, the [[MP40]] is also available to the Wehrmacht Squad Leader.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|450px|thumb|none|MP40 with a brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:MP40Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD MP40.jpg|600px|thumb|none|A German Wehrmacht officer wielding his MP40, on the look out for the likes of [[Band of Brothers|Easy Company]].]]&lt;br /&gt;
[[File:OHD MP40Irons.jpg|600px|thumb|none|Sighting it in, having a good bit of field of view eaten by the user's hand.]]&lt;br /&gt;
[[File:OHD MP40Reload.jpg|600px|thumb|none|Removing the old mag...]]&lt;br /&gt;
[[File:OHD MP40Reload2.jpg|600px|thumb|none|Locking the bolt in the safety notch while still holding onto the old mag...]]&lt;br /&gt;
[[File:OHD MP40Reload3.jpg|600px|thumb|none|Inserting a fresh mag...]]&lt;br /&gt;
[[File:OHD MP40Reload4.jpg|600px|thumb|none|And then dropping the bolt out of the safety notch.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the standard rifle of the Insurgent and Russian Marksman class.&lt;br /&gt;
[[File:SVD Rifle.jpg|450px|thumb|none|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:SVDRender.jpg|600px|thumb|none|The render of a Russian classic.]]&lt;br /&gt;
[[File:OHD SVD.jpg|600px|thumb|none|A Russian soldier provides watch on the streets of Godknowswhereistan with his Dragunov at the ready.]]&lt;br /&gt;
[[File:OHD SVDScope (2).jpg|600px|thumb|none|Our friend here got bored, so decided to make himself a dummy target.]]&lt;br /&gt;
[[File:OHD SVDIrons.jpg|600px|thumb|none|Fortunately for him, he actually has some common sense to also utilize the weapon's irons.]]&lt;br /&gt;
[[File:OHD SVDReload.jpg|600px|thumb|none|After shooting off some steam, he decides the best course of action is to insert a new magazine.]]&lt;br /&gt;
[[File:OHD SVDReload2.jpg|600px|thumb|none|Seat the mag.]]&lt;br /&gt;
[[File:OHD SVDEmpty.jpg|600px|thumb|none|As seen, the weapon is correctly depicted with its bolt locking back when empty.]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[M40]] is available to the Sniper kits of US forces both in Vietnam and Gulf War era.&lt;br /&gt;
[[File:M40 1.jpg|450px|thumb|none|M40 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M40A1Render.jpg|600px|thumb|The render of the M40.]]&lt;br /&gt;
[[File:OHD M40A1.jpg|600px|thumb|none|A Grunt with his sniper rifle trying to enjoy a [[Good Morning, Vietnam|good morning]].]]&lt;br /&gt;
[[File:OHD M40A1Scope.jpg|600px|thumb|Note the slightly too modern reticle, mil-dots weren't really popular on scope designs until later in the 90's.]]&lt;br /&gt;
[[File:OHD M40A1Bolt.jpg|600px|thumb|none|Working the bolt...]]&lt;br /&gt;
[[File:OHD M40A1Reload.jpg|600px|thumb|none|And topping off the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is a standard MG for the Russian armed forces, and is also used by the Insurgents.&lt;br /&gt;
[[File:PKM-mg.jpg|350px|thumb|none|PKM - 7.62x54mmR]]&lt;br /&gt;
[[File:PKMRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD PKM.jpg|600px|thumb|none|A Russian machine gunner on a long walk in the desert, lugging his PKM with him.]]&lt;br /&gt;
[[File:OHD PKMProne.jpg|600px|thumb|none|The soldier goes prone with his PKM, getting us a better look in normal gameplay.]]&lt;br /&gt;
[[File:OHD PKMIrons.jpg|600px|thumb|none|A look down the irons. This is actually one of the only ways to actually fire an MG in game, the alternative is point shooting.]]&lt;br /&gt;
[[File:OHD PKMReload.jpg|600px|thumb|none|After slinging some hot lead down range, he feels it's a good idea to open the feed tray.]]&lt;br /&gt;
[[File:OHD PKMReload2.jpg|600px|thumb|none|Then places a fresh belt of brass(!) 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60]] is available to the Vietnam and Gulf War US forces in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|350px|thumb|none|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:M60Render.jpg|600px|thumb|none|A render of the M60.]]&lt;br /&gt;
[[File:OHD M60.jpg|600px|thumb|none|Come on, admit it. You were expecting a Vietnam screenshot for this one.]]&lt;br /&gt;
[[File:OHD M60Irons.jpg|600px|thumb|none|A nice look-see of The Pig's iron sights.]]&lt;br /&gt;
[[File:OHD M60Prone.jpg|600px|thumb|none|The American grunt goes prone with his M60, hope the sand doesn't cause stoppages.]]&lt;br /&gt;
[[File:OHD M60Reload.jpg|600px|thumb|none|Opening the feed tray to replace his semi-expended belt.]]&lt;br /&gt;
[[File:OHD M60Reload2.jpg|600px|thumb|none|Behold, the new belt of 7.62x51mm M80 rounds!]]&lt;br /&gt;
&lt;br /&gt;
==Madsen Machine Gun==&lt;br /&gt;
A [[Madsen]] appears for the Machine Gunner kit for the Imperial German Army.&lt;br /&gt;
[[File:MadsenGun1.jpg|350px|thumb|none|Madsen Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MadsenGun.jpg|600px|thumb|none|A render of a Century old classic.]]&lt;br /&gt;
[[File:OHD MadsenGun.jpg|600px|thumb|none|A German gunner wanders the French village with his Danish machine gun, true multiculturalism.]]&lt;br /&gt;
[[File:OHD MadsenGunIrons.jpg|600px|thumb|none|A view through the Madsen's sights.]]&lt;br /&gt;
[[File:OHD MadsenGunReload.jpg|600px|thumb|none|The German soldier swapping out the magazine on his Madsen.]]&lt;br /&gt;
[[File:OHD MadsenGun Charging.jpg|600px|thumb|none|He then charges the weapon by pulling the crank handle.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
[[File:Chauchat without sights.jpg|350px|thumb|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:ChauchatRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD Chauchat.jpg|600px|thumb|none|A Doughboy wanders a French field with his French automatic rifle, being slightly less multicultural.]]&lt;br /&gt;
[[File:OHD ChauchatIrons.jpg|600px|thumb|none|The sights kinda leave a lot to be desired, but you have to make do with what you've got.]]&lt;br /&gt;
[[File:OHD Chauchat reload.jpg|600px|thumb|none|The Doughboy reloading his Chauchat.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
An [[RPD]] is currently used by the NVA faction.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|350px|thumb|none|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[File:RPDRender.jpg|600px|thumb|none|RPD with the bipod deployed.]]&lt;br /&gt;
[[File:OHD RPD.jpg|600px|thumb|none|Papa-san guards his rice paddy with his RPD.]]&lt;br /&gt;
[[File:OHD RPD Irons.jpg|600px|thumb|none|Aided by a decent enough sight picture.]]&lt;br /&gt;
[[File:OHD RPD Prone.jpg|600px|thumb|none|And by getting down and dirty in the mud.]]&lt;br /&gt;
[[File:OHD RPD Reload.jpg|600px|thumb|none|Reloads start with cracking the top cover open...]]&lt;br /&gt;
[[File:OHD RPD Reload2.jpg|600px|thumb|none|Unlatching the belt box...]]&lt;br /&gt;
[[File:OHD RPD Reload3.jpg|600px|thumb|none|Replacing the belt box/drum...]]&lt;br /&gt;
[[File:OHD RPD BoltPull.jpg|600px|thumb|none|And then charging it.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is usable to the Wehrmacht Machine Gunner kit.&lt;br /&gt;
[[File:MG42.jpg|350px|thumb|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MG42Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD MG42.jpg|600px|thumb|none|A beleagured German gunner wanders the outskirts of Monte Cassino with his MG42.]]&lt;br /&gt;
[[File:OHD MG42Irons.jpg|600px|thumb|none|Squatting down with his MG, lining up the sights.]]&lt;br /&gt;
[[File:OHD MG42Prone.jpg|600px|thumb|none|And firing wildly into the mud, because why not?]]&lt;br /&gt;
[[File:OHD MG42Reload.jpg|600px|thumb|none|We need an excuse to reload, like opening up the top cover...]]&lt;br /&gt;
[[File:OHD MG42Reload2.jpg|600px|thumb|none|And stuffing in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
Like the MG42, the [[Browning M1919A4]] is standard to the US WWII Machine Gunner.&lt;br /&gt;
[[File:M1919A4.jpg|350px|thumb|none|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Browning1919Render.jpg|600px|thumb|none|Someone stole my stock!]]&lt;br /&gt;
[[File:OHD Browning1919.jpg|600px|thumb|none|Ah well, a GI must make do.]]&lt;br /&gt;
[[File:OHD BrowningM1919Irons.jpg|600px|thumb|none|Aiming it by the power of hope and dreams.]]&lt;br /&gt;
[[File:OHD Browning1919Sweep.jpg|600px|thumb|none|Reloading by opening up the top cover and sweeping the feed tray of any links. Which we technically shouldn't have with a cloth belt.]]&lt;br /&gt;
[[File:OHD BrowningM1919Reload.jpg|600px|thumb|none|Loading up a new belt...]]&lt;br /&gt;
[[File:OHD Browning1919Reload2.jpg|600px|thumb|none|And slapping the top cover down.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
Available [[M1918A2 BAR|Browning M1918A2]] to the US Auto Rifleman.&lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|Browning M1918A2 - .30-06 Springfield]]&lt;br /&gt;
[[File:BARRender.jpg|600px|thumb|none|none]]&lt;br /&gt;
[[File:OHD BAR.jpg|600px|thumb|none|Climbing up the hill, our trusty GI has one friend, his BAR.]]&lt;br /&gt;
[[File:OHD BAR Irons.jpg|600px|thumb|none|And the sights of the BAR.]]&lt;br /&gt;
[[File:OHD BAR Reload.jpg|600px|thumb|none|And charging the bolt of the BAR..]]&lt;br /&gt;
[[File:OHD BAR Reload2.jpg|600px|thumb|none|And the loading of a mag in the BAR, have I said BAR enough yet?.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203]] appears exclusive to the Grenadier kit for 1990s US and PMC teams. &lt;br /&gt;
[[File:M16A2 M203.jpg|450px|thumb|none|M16A2 with an M203 - 40x46mmSR]]&lt;br /&gt;
[[File:M4Block2M203A1.jpg|450px|thumb|none|M4A1 Block II with an underslung M203A1, similar configuration to the one seen in game]]&lt;br /&gt;
[[File:M16A2GrenadierRender.jpg|600px|thumb|none|The classic M16A2 with a M203.]]&lt;br /&gt;
[[File:M4A1GrenadeRender.jpg|600px|thumb|none|The M4A1 Block II look-alike with an underslung M203A1]]&lt;br /&gt;
[[File:OHD M16M203.jpg|600px|thumb|none|The US grenadier admires his A2 with the M203 mounted to it.]]&lt;br /&gt;
[[File:OHD M16M203Irons.jpg|600px|thumb|none|Now a look through the leaf sight.]]&lt;br /&gt;
[[File:OHD M16M203Reload.jpg|600px|thumb|none|After lobbing a 40 mike-mike down range, he starts to dump the expended shell.]]&lt;br /&gt;
[[File:OHD M16M203Reload2.jpg|600px|thumb|none|Loading a brand new shell.]]&lt;br /&gt;
[[File:OHD M16M203Reload3.jpg|600px|thumb|none|Closing the tube on a new shell, ready to cause indirect, or direct fire support.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (9).jpg|600px|thumb|none|And the modern ''thing'' with its 203.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (10).jpg|600px|thumb|none|Same sight picture.]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (11).jpg|600px|thumb|none|Same bada bing...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (12).jpg|600px|thumb|none|Bada boom...]]&lt;br /&gt;
[[File:OHD M4A1Grenadier (13).jpg|600px|thumb|none|Fuhgetaboutit.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
Available only to the WWII US Grenadier kit, the [[M7 Rifle Grenade Launcher]] appears as their secondary weapon.   &lt;br /&gt;
[[File:M1 garand M7.jpg|450px|thumb|none|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|450px|thumb|none|Mk 2 training grenade fitted with M1A2 22mm rifle grenade projection adapter.]]&lt;br /&gt;
[[File:M7LauncherRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD M7Grenade.jpg|600px|thumb|none|A USGI with the M7 loaded with the M1A2 adapter and ready to go on his Garand.]]&lt;br /&gt;
[[File:OHD M7Reload.jpg|600px|thumb|none|Now preparing to attach a new one...]]&lt;br /&gt;
[[File:OHD M7Reload2.jpg|600px|thumb|none|...and now that it's seated to the desired amount of pressure he wanted, time for the finishing touch...]]&lt;br /&gt;
[[File:OHD M7Pin.jpg|600px|thumb|none|...he pulls the pin, but that's not all, not just yet.]]&lt;br /&gt;
[[File:OHD M7Chamber.jpg|600px|thumb|none|Lastly, cycling the bolt. Or in this case a live .30-06. Don't try this at home, kids.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatgerat 41==&lt;br /&gt;
Like the launcher above, the [[Gewehrgranatengerät]] is exclusive to the Wehrmacht grenadier as well.&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|450px|thumb|none|Gewehrgranatgerat attached to a Karabiner 98k.]]&lt;br /&gt;
[[File:Kar98kGrenadeRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD K98kGrenade.jpg|600px|thumb|none|The grenadier admiring his rifle, grenade and his rifle mounted grenade.]]&lt;br /&gt;
[[File:OHD K98kGrenadeReload.jpg|600px|thumb|none|Putting a new grenade in the cup.]]&lt;br /&gt;
[[File:OHD K98kGrenadeChamber.jpg|600px|thumb|none|And chambering a fresh new 8mm Mauser blank. Hopefully.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30M==&lt;br /&gt;
The [[GP-30M]] appears as an underslung weapon on the AK-74, usable to Russian and Insurgent grenadier kits.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|450px|thumb|none|GP-30M 40mm]]&lt;br /&gt;
[[File:GP30MRender.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD GP30Deploy.jpg|600px|thumb|none|Deploying the GP-30M's leaf sight.]]&lt;br /&gt;
[[File:OHD GP30Deploy2.jpg|600px|thumb|none|Now fully deployed, and ready for action.]]&lt;br /&gt;
[[File:OHD GP30 Aim.jpg|600px|thumb|none|Pointing the GP-30M]]&lt;br /&gt;
[[File:OHD GP30Sight.jpg|600px|thumb|none|A look through the leaf sight. ]]&lt;br /&gt;
[[File:OHD GP30Reload.jpg|600px|thumb|none|Inserting a new VOG shell. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[AT-4]] is used by PMC and 1990s US Anti-Tank kits, unlike the Insurgent's RPG-7, it is a disposable launcher, and cannot be reloaded.&lt;br /&gt;
[[File:AT-4Launcher.jpg|450px|thumb|none|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:AT4Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD AT4.jpg|600px|thumb|none|An AT soldier with his trusty AT4.]]&lt;br /&gt;
[[File:OHD AT4Irons.jpg|600px|thumb|none|And the sights of the AT4.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-18==&lt;br /&gt;
An [[RPG-18]] is available exclusive to the Russian Anti-Tank kit&lt;br /&gt;
[[File:RPG-18Open.jpg|450px|thumb|none|RPG-18 - 64mm]]&lt;br /&gt;
[[File:RPG18Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD RPG-18 (1).jpg|600px|thumb|none|Going on a night walk, the Russian AT guy brings his RPG-18 along.]]&lt;br /&gt;
[[File:OHD RPG-18 (2).jpg|600px|thumb|none|Deploying the tube...]]&lt;br /&gt;
[[File:OHD RPG-18 (3).jpg|600px|thumb|none|...now deployed.]]&lt;br /&gt;
[[File:OHD RPG-18 (4).jpg|600px|thumb|none|A look through the RPG-18's sights, to destroy the dastardly telephone pole.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is usable to AT kits in the NVA and Insurgent factions.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|450px|thumb|none|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7Render.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:OHD RPG7.jpg|600px|thumb|none|An insurgent whips out his trusty RPG-7.]]&lt;br /&gt;
[[File:OHD_RPG7_Irons.jpg|600px|thumb|none|And its rather highly raised up rear sight.]]&lt;br /&gt;
[[File:OHD RPG7 Reload.jpg|600px|thumb|none|Doesn't stop it from being as effective as you'd expect.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The classic [[Model 16 Stielhandgranate|potato masher]] appears in both WWI and WWII German factions.&lt;br /&gt;
[[File:M16stick.jpg|350px|thumb|none|Model 16 Stielhandgranate]]&lt;br /&gt;
[[File:OHD PotatoMasher.jpg|600px|thumb|none|The German soldier prepares to put his non-Mann Co. branded Caber to use.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] is usuable to both WWI US faction and their WWII incarnation.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|250px|thumb|none|Mk 2 Hand Grenade]]&lt;br /&gt;
[[File:OHD MK2Grenade.jpg|600px|thumb|none|A Doughboy gazes at his time travelling pineapple.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
An [[F-1 Hand Grenade]] is available to Russian and Insurgent factions.&lt;br /&gt;
[[File:Deactivated f1.jpg|250px|thumb|none|F-1 Hand Grenade]]&lt;br /&gt;
[[File:OHD F1Grenade.jpg|600px|thumb|none|A Russian conscript enjoys seeing the grenade of his forefathers.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
An [[M26 Hand Grenade]] is available to Vietnam era US forces.&lt;br /&gt;
[[File:M26 Grenade.jpg|250px|thumb|none|M26 Fragmentation Grenade]]&lt;br /&gt;
[[File:OHD M26Grenade.jpg|600px|thumb|none|A GI tells a tree to go screw itself in the most direct way possible.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Available to the NVA, the [[Type 67 stick grenade|Type 67 Stick Grenade]] is standard to most of the faction's kits.&lt;br /&gt;
[[File:Type67Grenade.jpg|350px|thumb|none]]&lt;br /&gt;
[[File:OHD Type67Grenade.jpg|600px|thumb|none|A NVA soldier tells GI to go home in the most direct way possible.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Frag Grenade==&lt;br /&gt;
The [[M67 Hand Grenade|M67 Grenade]] is available to the Gulf War US and PMC teams.&lt;br /&gt;
[[File:Baseball.jpg|250px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:OHD M67Frag.jpg|600px|thumb|none|A US soldier tells the insurgents his strongly worded opinion in 3 to 7 seconds or less.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade== &lt;br /&gt;
The [[RDG-2 smoke grenade|RDG-2 Smoke Grenade]] is present to most kits of the Russian, NVA, and Insurgent factions.&lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 Smoke Grenade]]&lt;br /&gt;
[[File:OHD RGD2Smoke.jpg|600px|thumb|none|An insurgent prepares to signal the boys with his fancy smoke candle.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
An [[M18 Smoke Grenade]] is available to the US Vietnam and Gulf War, as well a PMC factions.&lt;br /&gt;
[[File:M18green.jpg|350px|thumb|none|M18 Smoke Grenade (Green)]]&lt;br /&gt;
[[File:OHD M18SmokeGrenade.jpg|600px|thumb|none|A GI sights in the napalm strike with his M18.]]&lt;br /&gt;
&lt;br /&gt;
=Cut/Unused Weapons=&lt;br /&gt;
The following weapons can be found in the SDK, but are currently not accessible by normal means.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|450px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ASValRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|H&amp;amp;K G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36CRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Endeavor Mk3==&lt;br /&gt;
[[File:EndeavorRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:BarrettRender.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==DP-28==&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|DP-28 - 7.62x54mmR]]&lt;br /&gt;
[[File:DP28Render.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester 1897==&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester 1897 - 12 Gauge]]&lt;br /&gt;
[[File:1897Render.jpg|600px|thumb|none]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield:_1942&amp;diff=1556780</id>
		<title>Battlefield: 1942</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield:_1942&amp;diff=1556780"/>
		<updated>2023-02-17T22:49:00Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Battlefield:1942&lt;br /&gt;
|picture = 250px-Battlefield 1942 Box Art.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series = Battlefield&lt;br /&gt;
|date = 2002&lt;br /&gt;
|developer = DICE&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|publisher = EA&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first game in the hugely successful ''[[Battlefield]]'' series, '''''Battlefield: 1942''''' was released in 2002 for the PC, with two expansion packs (''The Road to Rome'' and ''Secret Weapons of WWII'') following later. &lt;br /&gt;
&lt;br /&gt;
The base game follows the main theaters of World War II, focusing primarily on the Americans, British, and Soviet forces (patches later added a mission for Canada as well) facing off against the Axis powers, Germany and Japan. The first DLC, ''Road to Rome'' focuses heavily on the Italian campaign and introduces the forces of the Free French and Fascist Italy. ''Secret Weapons of World War II'' was the final expansion, and is a more fictionalized take on the war, with the British and Americans facing off against Nazi Germany, with both sides using increasingly more outlandish weapons. The game and both DLCs, along with ''Battlefield Vietnam: Redux'' were later made available in a box set, titled ''Battlefield Anthology.''&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in ''Battlefield: 1942'' and its two expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Battlefield: 1942'' are class-locked and faction-locked. The equipment for a class is known as a kit, and there is no way to change individual weapons in the kit. A kit is dropped upon death, and other players can pick up their kit. There are five classes in total:&lt;br /&gt;
&lt;br /&gt;
*Assault: Uses LMGs and automatic rifles.&lt;br /&gt;
*Engineer: Uses battle rifles (mostly bolt-action, some semi automatic rifles).&lt;br /&gt;
*Anti-Tank: Uses an anti-tank launcher.&lt;br /&gt;
*Medic: Uses submachine guns.&lt;br /&gt;
*Scout: Uses sniper rifles (all bolt action, and all come with scopes).&lt;br /&gt;
&lt;br /&gt;
Between the factions, many of the weapons are also statistically identical. Some weapons for some reason feature left-handed bolts.&lt;br /&gt;
&lt;br /&gt;
Being a 2002 video game, there is only one reload animation per weapon, and no tracking of chambered rounds like later ''Battlefield'' games.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike many modern first person shooters, ''Battlefield'' treats handguns as a part of a player's &amp;quot;kit&amp;quot; and therefore switching to another faction's kit (i.e., playing as the Red Army, killing a German sniper, and stealing his rifle) will result in changing handguns. This is in practice purely cosmetic, as both sidearms are statistically identical, having the same damage, same 8-round capacity (technically incorrect for the M1911), same rate of fire, same accuracy, and even the same animations (including the always-double action only hammer animation error).&lt;br /&gt;
&lt;br /&gt;
This animation shows the weapon immediately locking back at the start of the reload (the weapon's slide is always forwards when idle), the player character then replacing the magazines, the slide popping back in upon loading in the magazine, and ending with the player character giving the slide a rack.&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] appears in the game with black grips and a silver finish. It is the standard pistol for all Axis forces, including the German, Italian, and Japanese forces, despite Japan ''never'' issuing it to their forces. The main sidearms for the Italians and Japanese were the [[Beretta M1935]] and [[Nambu Type 14]] respectively.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38BF42.jpg|thumb|none|600px|A Russian soldier wields a Walther, taken from a German who doesn't need it anymore.]]&lt;br /&gt;
[[File:BF1942 Walther P38 Reload 1.jpg|thumb|none|600px|Not to be left out, an Italian anti-tank soldier begins the reload cycle for ''his'' Walther. Note that his slide has partially locked back, just like on the Colt. Almost as if they use the same animations...]]&lt;br /&gt;
[[File:BF1942 Walther P38 Reload 2.jpg|thumb|none|600px|Finishing the reload animation makes him look far too happy to be on a modern battlefield.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
The [[M1911]] (referred as the &amp;quot;Colt&amp;quot;) is the standard sidearm for all Allied forces. The pistol is the standard handgun of all American military forces, but is also seen in the hands of Commonwealth, Soviet, and Free French soldiers as well. While it's possible in the case of the Canadians and French, the British should be using a [[Webley revolver]] or [[Browning Hi-Power]] (when playing as the SAS) and the Soviets should be using the [[Tokarev TT-33]]. The French could also use the [[MAB Model D]] if they're feeling more patriotic.&lt;br /&gt;
&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|400px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:BF42M1911Zoom.jpg|thumb|600px|none|A Soviet soldier kills a German machinegunner during the Battle of Berlin; someone has seen fit to equip him with a weapon he'd never carry in reality, and, judging by the uncocked hammer, a broken one at that.]]&lt;br /&gt;
[[File:BF 1942 Colt 1911 Reload Frame 1.jpg|thumb|600px|none|An SAS Commando begins the process of reloading his 1911, the slide helpfully locking back for him. It's possible this is accurate to the time, as the SAS ''did'' field a few Colts chambered in .455, although it's likely more a matter of DICE being lazy. The streak to the player's right is from a bazooka, though perspective conspires to make it seem the Colt is firing rockets.]]&lt;br /&gt;
[[File:BF 1942 1911 Reload Frame 2.jpg|thumb|600px|none|A US Army Ranger, likely a member of the 101st Airborne, finishes the reload animation for his 1911. He is preparing to rack the slide; he is ''not'' applauding the empty tank before him.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are the mainstay of ''Battlefield'''s Medic Class. SMGs have identical stopping power (which is realistically depicted as identical to the handguns), so the only real difference between them is their capacity. Some of the expansion maps feature suppressed SMGs, for variety's sake.&lt;br /&gt;
&lt;br /&gt;
==SIG M1920==&lt;br /&gt;
The [[SIG M1920]], named as its predecessor &amp;quot;MP18&amp;quot; in-game, is the standard weapon for the Japanese and Russian Medic classes. It is identified by its round charging handle. It has an incorrect 32-round capacity, which was that of the later MP28. Like the Sten, the player grips the magazine when holding the gun, which increases the risk of jamming the weapon.&lt;br /&gt;
&lt;br /&gt;
The SIG M1920 was actually used by Japan under the designation Type Be (short for &amp;quot;Bergmann&amp;quot;). The in-game model even features the Japanese Type Be's bayonet lug under the barrel, indicating that it was modeled after a Japanese gun. The use of the weapon by the Soviets is much more unrealistic (it would make much more sense for them to be using the [[PPSh-41]]), but the Soviet Union did use a small amount of captured MP18s during WWII.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG M1920.jpg|thumb|none|400px|SIG M1920 - 9x19mm]]&lt;br /&gt;
[[Image:BF1942_mp18_1.jpg|thumb|none|600px|A Japanese medic stands on guard at the tank bays at Iwo Jima, looking for anything out of place. Note the magazine well that is modeled too short and without the slanted surface, and the mirrored bolt handle located on the left side instead of the right side.]]&lt;br /&gt;
[[Image:BF1942_mp18_2.jpg|thumb|none|600px|He soon finds something of that description, as he reloads he finds out that someone has stolen his front sight blade..]]&lt;br /&gt;
[[Image:BF1942_mp18_3.jpg|thumb|none|600px|While angry, he simply tugs the bolt and makes do with what the Empire could give him.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is the standard weapon for the German and Italian Medic classes. While the Italians used MP40s to some extent, their main submachine gun was the [[Beretta Model 38]].&lt;br /&gt;
[[Image:MP40.jpg|thumb|none|400px|MP40 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF1942 Road to Rome MP.40 Idle.jpg|thumb|none|600px|An Italian Medic wields an MP.40 during the invasion of Anzio.]]&lt;br /&gt;
[[Image:BF1942 MP.40 Aim.jpg|thumb|none|600px|The same Medic aims his SMG at a mildly annoyed American M3 Grant, realizing this was probably not the wisest weapon to antagonize a tank with.]]&lt;br /&gt;
[[Image:BF1942 MP.40 Mag Out.jpg|thumb|none|600px|Having expressed his displeasure at the cranky Yanks in the clanky tank, the Medic ejects the magazine from his SMG.]]&lt;br /&gt;
[[Image:BF1942 MP.40 Mag In.jpg|thumb|none|600px|He then manages to live long enough to shove a new magazine into place...]]&lt;br /&gt;
[[Image:BF1942 MP.40 Round Chambered.jpg|thumb|none|600px|before chambering a round in the weapon. Since the MP.40 fires from an open bolt, this shouldn't be necessary or even possible.]]&lt;br /&gt;
&lt;br /&gt;
==Sten MK.II==&lt;br /&gt;
The [[Sten Mk II|Sten Mk.II Submachine Gun]] (called the Sten SMG) serves as an alternative for the British and as the standard for the Free French Forces Medic class in the expansion pack ''Battlefield 1942: The Road to Rome'' and is statistically identical to the MP 40. A suppressed version, the [[Sten Mk IIS|Sten Mk.IIS]] (Called simply the Sten) is also available in the expansion pack ''Battlefield 1942: Secret Weapons of WWII'' for the SAS Medic class and is slightly more accurate than its unsilenced counterparts.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk.II 9x19mm Parabellum]]&lt;br /&gt;
[[File:BF1942 Sten Idle.jpg|thumb|none|600px|A British soldier holds a Sten by the magazine. Experience says that angry IMFDB complaints regarding hand positions will soon follow.]]&lt;br /&gt;
[[Image:StenMKIISilenced.jpg|thumb|none|400px|Sten Mk.IIS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BF 1942 Suppressed STEN Idle.jpg|thumb|none|600px|An SAS Medic holds a suppressed Sten during a raid on a German weapons factory in ''Secret Weapons of WWII.'' He's holding it a bit more correctly than his Army counterpart, but the suppressor would burn his hand if it overheated. Fortunately, he has gloves to protect himself.]]&lt;br /&gt;
[[Image:BF 1942 Aiming the Suppressed STEN.jpg|thumb|none|600px|The same soldier &amp;quot;aims&amp;quot; his Sten, giving us a better look at the model, including its apparently empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun#M1A1 Thompson|M1A1 Thompson Submachine Gun]] is the standard weapon for the American, British, and Canadian Medic classes. While the latter two factions made use of Thompsons during the early part of the war, they later made much more use of the Sten after it was developed although Thompsons would persist in service with both until the end of the war.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson Submachine Gun - .45 ACP]]&lt;br /&gt;
[[Image:BF 1942 M1A1 Thompson Idle.jpg|thumb|none|600px|A member of the 101st Airborne participates in fierce fighting to the south of the famous ''Kehlsteinhaus'' (Eagle's Nest), Thompson in hand. Such a battle is completely fictional, but makes for interesting gameplay, and is the closest to historical accuracy in ''Secret Weapons of WWII.'']]&lt;br /&gt;
[[Image:BF 1942 M1A1 Thompson2.jpg|thumb|none|600px|An American medic comes to his senses on the Omaha Beach after a close call with a coastal gun and gives his Thompson a reload.]]&lt;br /&gt;
[[Image:BF 1942 M1A1 Thompson3.jpg|thumb|none|600px|Pulling the bolt handle back into position reveals that while the sight wings are modeled too small, they did put a teeny tiny notch sight so there's something there.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Automatic 5==&lt;br /&gt;
Introduced in the expansion pack ''Secret Weapons of WWII,'' the [[Browning Auto-5|Browning Automatic 5]] is issued to the SAS Engineer class and is simply called &amp;quot;shotgun.&amp;quot; It is the first shotgun in the series, and is extremely lethal in close quarters. Due to the game not having the ability to keep track of individual shells, the A-5 has an extremely odd reload, wherein the player awkwardly tilts the weapon, apparently inserts a few shells, then pulls the charging lever; ammo is represented in full magazines, as it is for all other guns, and reloading from a non-empty magazine will result in lost shells.&lt;br /&gt;
&lt;br /&gt;
The A5 is the most powerful close quarters weapon in the game, and is surprisingly deadly at range as well, often lethal from the chest up even at medium range.&lt;br /&gt;
[[Image:BrowAut5.jpg|thumb|none|500px|Browning Automatic 5 - 12 gauge]]&lt;br /&gt;
[[Image:BF 1942 Browning A5 Idle.jpg|thumb|none|600px|A British SAS Engineer wields a Browning Auto 5 in ''Secret Weapons of WWII.'']]&lt;br /&gt;
[[Image:BF 1942 Browning A5 Reload.jpg|thumb|none|600px|The visible portion of the A5's reloading animation, which consists of dropping the weapon out of view, then raising it back up and pulling the charging lever. Somehow, this completely empties the weapon (and destroys any unfired shells) and refills it, all in the space of about three seconds, with no noise.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles=&lt;br /&gt;
There are several kinds of rifles in ''Battlefield 1942''. Bolt-action rifles are only available to two classes: the Scout (who function as snipers) and the Engineer. The differences between the two is that Scout rifles (called Sniper Rifles in-game) are issued a scope, have a higher velocity of 2000 meters per second compared to the standard 1000 m/s for primary weapons and are more accurate on the move; while Engineer rifles (labeled as Standard Issue Rifles in-game) have more ammo and a slightly higher rate of fire. Semi-Auto Rifles (again, labeled as Standard Issue Rifles) have a higher rate of fire compared to their bolt action rifles counterpart; but are slightly less accurate in general. Some factions' Assault classes use automatic rifles (Labeled as Assault Rifles in-game) instead of light machine guns.&lt;br /&gt;
&lt;br /&gt;
Like the pistols, the Kar98k and Lee-Enfield are statistically identical. Their reload animations are given the off-screen reload treatment.&lt;br /&gt;
&lt;br /&gt;
==Fallschirmjägergewehr 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] (using its long form name) serves as an alternative to the STG-44 that is given to the German Elite Forces Assault class in the expansion pack ''Battlefield 1942: Secret Weapons of WWII''.&lt;br /&gt;
[[Image:FG421stPattern.jpg|thumb|none|480px|Fallschirmjägergewehr 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BF1942 FG42 Idle.jpg|thumb|none|600px|An SS soldier at Hellendoorn stands on alert for any potential SAS raids with his FG42.]]&lt;br /&gt;
[[File:BF1942 FG42 Reload 1.jpg|thumb|none|600px|After catching a faint whiff of tea on the air, he reloads his FG42.]]&lt;br /&gt;
[[File:BF1942 FG42 Reload 2.jpg|thumb|none|600px|Oddly, the last half of the reload has an odd bit where the rifle is held up and the soldier flicks a lever offscreen to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43 w/scope==&lt;br /&gt;
The [[Gewehr 43|Gewehr 43 w/ ZF4 scope]] (called Gewehr 43 ZF4 in-game) is the standard weapon for German Elite Forces Sniper class in the expansion pack ''Battlefield 1942: Secret Weapons of WWII''.&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|none|400px|Gewehr 43 with ZF4 Scope - 7.92 x 57mm]]&lt;br /&gt;
[[File:BF1942 Gewehr 43 Idle.jpg|thumb|none|600px|While stationed at Essen, an SS sniper keeps watch with his scoped G43.]]&lt;br /&gt;
[[File:BF1942 Gewehr 43 Reload 1.jpg|thumb|none|600px|Always one to be prepared, he taps off his mag with a fresh mag...]]&lt;br /&gt;
[[File:BF1942 Gewehr 43 Reload 2.jpg|thumb|none|600px|With a little bit of clipping through the odd second scope mount as well as his arms revealing the fact he's a German ghost soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard weapon for all Axis Engineers, and the scoped variant is the standard weapon for all Axis Scouts. The Italians and Japanese should instead be using their own rifles, the [[Carcano]] and [[Arisaka]] respectively. Like the Auto-5, there is no tracking of individual rounds; ammo is represented in full magazines, as it is for all other guns, and reloading from a non-empty magazine will result in lost rounds.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1942_kar_1.jpg|thumb|none|600px|A German engineer holds his 98k atop the bunkers at Omaha Beach, perplexed as to how his rifle has grown a massive globe sight.]]&lt;br /&gt;
[[Image:BF1942_kar_2.jpg|thumb|none|600px|While pondering this perplexing purposeful placement of specific aiming devices, he remembers he's at war and quickly reloads his 98k to repel some angry Americans. This is represented by the rifle being waved about in a manner that conveniently obscures the bolt and magazine; this is the same animation used for cycling the bolt.]]&lt;br /&gt;
[[File:Kar98k ZF39.jpg|thumb|none|500px|Karabiner 98k with Zeiss ZF39 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BF1942 K98Sniper.jpg|thumb|none|600px|A German scout takes his fancy scoped version out for a spin at Operation Market Garden, looking exactly the opposite way from the bridge.]]&lt;br /&gt;
[[File:BF1942 K98Sniper Reload.jpg|thumb|none|600px|Unfortunately finding that reloading his scoped version of his .]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] is the standard weapon for the US Army, British and Russian Engineer classes. A bayonet version is available in the expansion pack ''Battlefield 1942: The Road to Rome'' for the Allied Engineer classes. The US Army should be using the [[M1 Garand]] or [[M1 Carbine]] and the Russians should be using a [[Mosin Nagant Rifle|Mosin-Nagant]] carbine. Being statistically identical to the Kar98k, it also has a capacity of five rounds, half that of the real rifle. Again, there is no tracking of individual rounds and ammo is represented in full magazines, though here it makes slightly more sense as the Lee-Enfield magazines were detachable.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[Image:BF 1942 Unscoped Lee-Enfield Idle.jpg|thumb|none|600px|A US Army Ranger Engineer holds a Lee-Enfield while taking part in a battle near the Eagle's Nest, wondering why, if he must carry the wrong rifle, he can't at least have a full magazine for it.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I (T)==&lt;br /&gt;
The scoped [[Lee-Enfield No. 4 Mk I (T)]] is the standard weapon for all Allied Scouts. This is highly incorrect, as it should only be available to British and Commonwealth soldiers. The American Scouts should instead be armed with scoped [[Springfield M1903]] rifles and the Russian scouts should be armed with scoped [[Mosin Nagant Rifle|Mosin-Nagant M91/30]] rifles. Like its unscoped counterpart, it is statistically identical to the scoped Kar98k, and thus has a five-round capacity.&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[Image:BF 1942 Scoped Lee-Enfield.jpg|thumb|none|600px|A very confused US Army Ranger wields a scoped Lee-Enfield SMLE during an American raid on the Eagle's Nest. In reality, he should be carrying a scoped [[Springfield M1903]] or [[M1 Garand]].]]&lt;br /&gt;
[[Image:BF 1942 Lee-Enfield Bolt Animation.jpg|thumb|none|600px|An SAS sniper, someone who should actually carry this rifle, works the bolt, while hunting the man who told him it can only hold five rounds at a time.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added in patch 1.5 as the main battle rifle for the USMC Engineer class; this was the update that added the USMC, as previously the Pacific maps used the US Army. In real life the USMC didn't actually receive it until every order for the rifle in the US Army was fulfilled. It would make more sense for them to be using the [[Springfield M1903]] in many of the early WWII era maps.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[Image:BF1942_garand_1.jpg|thumb|none|600px|An American engineer stands on guard duty at Wake Island with his trusty M1 Garand.]]&lt;br /&gt;
[[Image:BF1942_garand_2.jpg|thumb|none|600px|Reloading is only possible after emptying the M1 Garand, which is as expected accompanied with the distinctive ping on the final shot. The reload animation starts with the soldier manually pulling back the bolt (which should have locked back after ejecting the clip) then shoving in a new en bloc clip into their M1.]]&lt;br /&gt;
[[Image:BF1942_garand_3.jpg|thumb|none|600px|He then forcefully slams the mirrored bolt home. While the &amp;quot;sticky bolt&amp;quot; is not what the M1 Garand is supposed to do, it is realistically possible if the weapon is poorly maintained, has a weak main spring or slightly tight clips.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears as the primary weapon for the Assault classes of the Wehrmacht, and to a more anachronistic extent, the Afrika Korps and even the IJN of all forces (prior to the Type 99 replacing it in patch 1.4).&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:BF1942_stg1.jpg|thumb|600px|none|A German soldier takes solace at Operation Market Garden, both in that he's in Belgium and his rifle is correct for the era.]]&lt;br /&gt;
[[Image:BF1942_stg2.jpg|thumb|600px|none|Deciding to take a walk across the bridge, he swaps his mags and...]]&lt;br /&gt;
[[Image:BF1942_stg3.jpg|thumb|600px|none|Gives the viewers at home a dramatic yank of the invisible charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5==&lt;br /&gt;
The extremely rare [[Type 5]], which never saw service, replaced the equally incorrect Karabiner 98k as the Standard Issue Rifle for the Japanese Engineer class in patch 1.5, presumably for balance with the USMC's M1 Garand added in the same update. It has an incorrect detachable magazine; in reality the magazine was integral and was loaded with two 5-round [[Arisaka]] stripper clips. A more plausible choice for the Japanese engineer would be the [[Arisaka#Arisaka_Type_44|Type 44 carbine]].&lt;br /&gt;
[[Image:JapanType5.jpg|450px|thumb|none|Type 5 - 7.7x58mm]]&lt;br /&gt;
[[Image:BF1942_type5_1.jpg|thumb|none|600px|A Japanese engineer holds his Type 5 while stationed at Mt. Suribachi at Iwo Jima on the prowl for American ships to pass so he can use his big naval gun.]]&lt;br /&gt;
[[Image:BF1942_type5_2.jpg|thumb|none|600px|Having decided that picking off wayward GI's is more fun, he then yanks the non-detachable magazine out of his Type 5 to replace it.]]&lt;br /&gt;
[[Image:BF1942_type5_3.jpg|thumb|none|600px|Then gives the bolt a rack.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
Most &amp;quot;Assault Class&amp;quot; kits feature some form of easily man-portable LMG (called Assault Rifles in-game to the dismay of many). Unlike the rifles and handguns, these weapons for the most part have variable stats in terms of performance.  &lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
The [[Breda Modello 30]] is the standard weapon for the Italian Assault class in the expansion pack ''Battlefield 1942: The Road to Rome.'' It is incorrectly shown with a detachable magazine in lieu of a stripper clip which gave the already troubled weapon even more reliability issues.&lt;br /&gt;
[[Image:800px-Breda_30.jpg|thumb|none|400px|Breda Modello 30 - 6.5x52mm Mannlicher-Carcano]]&lt;br /&gt;
[[Image:BF1942 Breda Modello 30 Idle.jpg|thumb|none|600px|Glad he's been fortunate enough to be issued a weapon actually ''from'' his nation, an Italian assault gunner wields a Breda Modello 30 during the Battle of Anzio. Unfortunately, someone has seen fit to issue him and every other Italian in the game with a weapon whose magazine is on the wrong side.]]&lt;br /&gt;
[[Image:BF1942 Breda Modello 30 Aim.jpg|thumb|none|600px|He then immediately mistakes a fellow Italian for an invading American, with unfortunate results.]]&lt;br /&gt;
[[Image:BF1942 Breda Modello 30 Reload.jpg|thumb|none|600px|''Che sera, sera'' he says, loading a new magazine into his LMG in a manner that should not work.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk.2==&lt;br /&gt;
The [[Bren Mk2]] simply named the &amp;quot;Bren LMG&amp;quot;, is the standard weapon for the SAS Assault class in the expansion pack ''Battlefield 1942: Secret Weapons of WWII''. The Canadians also made use of Brens during the war, but they were slightly different from the British models.&lt;br /&gt;
[[Image:Bren_mk2.jpg‎|thumb|none|400px|Bren Mk.2 Light Machine Gun - .303 British]]&lt;br /&gt;
[[Image:BF 1942 Bren1.jpg|thumb|none|600px|A British support gunner holds his Bren while on the watch for sneaky German soldiers.]]&lt;br /&gt;
[[Image:BF 1942 Bren LGM Reload.jpg|thumb|none|600px|An SAS support gunner reloads his Bren Mk.2 during an SAS raid on a German weapons plant, a burning Flak Panzer in the foreground.]]&lt;br /&gt;
[[Image:BF 1942 Bren4.jpg|thumb|none|600px|Deciding to break the monotony with some short range target practice, the gunner reloads his Bren and gives the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov (DP) 28==&lt;br /&gt;
The [[Degtyaryov DP Series Machine Gun|Degtyaryov Light Machine Gun (DP)]], titled simply &amp;quot;DP&amp;quot; in-game, was added as the standard weapon for the Russian Assault class in patch 1.4, replacing the BAR.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov Light Machine Gun (DP) - 7.62x54mmR]]&lt;br /&gt;
[[File:BF1942 DP Idle.jpg|thumb|none|600px|A Soviet machinegunner supports his friends with his DP while assaulting Berlin.]]&lt;br /&gt;
[[File:BF1942 DP Reload 1.jpg|thumb|none|600px|Taking cover near what is presumably the River Havel, he reloads his DP.]]&lt;br /&gt;
[[File:BF1942 DP Reload 2.jpg|thumb|none|600px|Enjoying the river view alongside the two T34's while he finishes reloading. ]]&lt;br /&gt;
&lt;br /&gt;
==M1918 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|M1918 Browning Automatic Rifle]] under the name of &amp;quot;BAR 1918&amp;quot;; is the standard weapon for the American, British, and Free French Assault classes, as well as the Russians before patch 1.4. The Brits should be using the [[Bren]] as their main LMG and the French could use the [[FM 24/29]] as they considered it superior to the BAR.&lt;br /&gt;
[[Image:BAR.jpg|thumb|none|470px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[Image:BF 1942 B.A.R. Idle.jpg|thumb|none|600px|A US Army Ranger carries a BAR during a battle near the Eagle's Nest in ''Secret Weapons of WWII.'']]&lt;br /&gt;
[[Image:BF 1942 Removing the Magazine from the B.A.R..jpg|thumb|none|600px|The same Ranger removes the magazine from his BAR, having just provided the punchline to the old joke &amp;quot;So three Nazis walk into a BAR...&amp;quot;]]&lt;br /&gt;
[[Image:BF 1942 Reloading the B.A.R..jpg|thumb|none|600px|He then loads a new magazine into his rifle and looks for more comedic potential.]]&lt;br /&gt;
[[Image:BF1942 Road to Rome BAR Loading Screen.jpg|thumb|none|600px|A loading screen for ''Road to Rome'' when playing on a map featuring the United States depicts an American soldier carrying a wounded comrade and a BAR.]]&lt;br /&gt;
[[Image:BF1942 Assault Class Pickup.jpg|thumb|none|600px|The American Assault Class pickup model is a very low resolution BAR.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson Light Machine Gun==&lt;br /&gt;
The [[M1941 Johnson machine gun|M1941 Johnson Light Machine Gun]], called simply &amp;quot;Johnson LMG&amp;quot;, is the standard weapon for the Canadian Assault class, added along with the Canadians themselves in patch 1.6. It erroneously holds 30 rounds when it should hold 20.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson Light Machine Gun - .30-06 Springfield]]&lt;br /&gt;
[[File:BF1942 Johnson Idle.jpg|thumb|none|600px|A Canadian machinegunner holds the M1941 Johnson while the Canadian ensign flies beside him.]]&lt;br /&gt;
[[File:BF1942 Johnson Reload.jpg|thumb|none|601px|There are a few bizarre errors with the reload animation. The first is that the modelers apparently confused the magazine well with the magazine, so part of the model that was supposed to be the magazine well is removed with the magazine during the reload.]]&lt;br /&gt;
[[File:BF1942 Johnson Reload 2.jpg|thumb|none|600px|The second is that the charging handle is relocated to the left, when it's actually on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Light Machine Gun==&lt;br /&gt;
The [[Type 99 Light Machine Gun]], named simply &amp;quot;Type 99&amp;quot;, is the main weapon for the Japanese Assault class, added in patch 1.4 to replace the completely out-of-place [[Sturmgewehr 44]]. It is essentially a reskin of the Bren, but its fire rate sounds faster (which it actually was in real life), and its 30-round magazine holds only 20 as balance against the BAR.&lt;br /&gt;
[[image:Type99LMG.jpg|thumb|none|400px|Type 99 light machine gun 7.7x58mm Arisaka]]&lt;br /&gt;
[[Image:BF1942_type99_1.jpg|thumb|none|600px|While on guard duty on Iwo Jima, a Japanese support gunner shows the kids at home his Type 99.]]&lt;br /&gt;
[[Image:BF1942_type99_2.jpg|thumb|none|600px|Hearing the sound of tank treads and Glenn Miller music, he uses his power to remove the magazine without having to hit the mag release.]]&lt;br /&gt;
[[Image:BF1942_type99_3.jpg|thumb|none|600px|Then he gives the bolt a good old tug before moving out.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] is available for the K98k in the German engineer class with the expansion pack ''Battlefield 1942: Secret Weapons of WWII''.&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|thumb|none|450px|Gewehrgranatengerät, mounted on Karabiner 98k rifle]]&lt;br /&gt;
[[Image:BF1942_ggg_1.jpg|thumb|none|600px|A German engineer stands atop the high peak of the Eagle's Nest, prepared to chuck a ton of rifle grenades down on the unsuspecting Americans.]]&lt;br /&gt;
[[Image:BF1942_ggg_2.jpg|thumb|none|600px|As shots draw near, he loads his launcher showing us at home that while he doesn't load a blank cartridge, he does at least load an actual grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] is the standard weapon for all Axis Anti-Tank classes. While it's moderately logical for the Germans and Italians to use these weapons in the numbers they do (a better choice would be the Panzerfaust), things take a turn for the surreal when Japanese soldiers wield them ''during the Battle of Wake Island.''&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|450px|Panzerschreck]]&lt;br /&gt;
[[Image:Bf1942 Panzerschrek Aim Animation.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschrek results in the rather odd fact the model's sights are completely lined up due to the changed perspective...due to the game's mechanics, the shell will still not land anywhere near this point.]]&lt;br /&gt;
[[Image:BF1942 Panzerschrek Explosion.jpg|thumb|none|600px|An Italian soldier armed with a Panzerschrek demonstrates what happens when it's fired at something not a panzer. Apparently someone was using this Jeep to smuggle the American invasion force's entire supply of dynamite.]]&lt;br /&gt;
[[Image:Bf1942 Panzerschrek Reload.jpg|thumb|none|600px|A German soldier, having managed to ''schrek'' an actual panzer, reloads his AT launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 Bazooka]] is the standard weapon for all Allied Anti-Tank classes. The bazooka is surprisingly accurate at range and is lethal anywhere, making it an oddly effective sniper rifle.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka]]&lt;br /&gt;
[[Image:BF 1942 Bazooka Idle.jpg|thumb|none|600px|An American Army Ranger holds an M1 Bazooka during a raid on the Eagle's Nest.]]&lt;br /&gt;
[[Image:BF 1942 Reloading the Bazooka.jpg|thumb|none|600px|The same Ranger loads a new rocket into his launcher.]]&lt;br /&gt;
[[Image:BF 1942 Reloading the Bazooka Final.jpg|thumb|none|600px|The Ranger completes his reload animation elsewhere on the map, having just put a rocket into the smoldering ''Sturm Panzer'' in the foreground.]]&lt;br /&gt;
[[Image:BF 1942 Firing the Bazooka.jpg|thumb|none|600px|The Ranger kills an enemy ''Sturm Panzer'', one of the eponymous ''Secret Weapons of WWII'' with his not so secret M1 Bazooka, causing a spectacular explosion in the process.]]&lt;br /&gt;
[[Image:BF1942 FMV Bazooka.jpg|thumb|none|600px|A soldier aims his bazooka at a Tiger I during the game's opening cinematic. This is one of the few small arms shown in the FMV.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for Allied soldiers.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[Image:BF1942_mk2_1.jpg|thumb|none|600px|On one side of the Omaha beach, an American medic stares out at the ocean to ignore the carnage on the beach.]]&lt;br /&gt;
[[Image:BF1942_mk2_2.jpg|thumb|none|600px|Realizing that's the reason why he has been violently sea sick this entire time, he uses Mr. Mk 2 frag grenade to get petty revenge on the sea for it's crimes against him.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is the standard grenade for the Axis.&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;
[[Image:BF1942_m24_1.jpg|thumb|none|600px|A German assault soldier wanders the bunker complex on the other side of Omaha Beach, on the prowl for Allies that tend to scale the right side cliff face.]]&lt;br /&gt;
[[Image:BF1942_m24_2.jpg|thumb|none|600px|Catching the sounds of freedom and apple pie, he takes direct German action by chucking a few Model 24's that way to soften them up..]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35 (Stahl)==&lt;br /&gt;
The [[Tellermine 35 (Stahl)]] is available for Allied and Axis engineers.&lt;br /&gt;
[[Image:Normal tmi-35.jpg|thumb|none|250px|Tellermine 35 (Stahl) Anti-tank mine]]&lt;br /&gt;
[[Image:BF1942_teller1.jpg|thumb|none|600px|A German engineer looks at a placed Tellermine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
The [[2cm FlaK 38]] is mounted on German bases.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BF1942_flak1.jpg|thumb|none|600px|A German base guard takes a gander at his mounted weapon of choice while planes lift off to go bomb England.]]&lt;br /&gt;
[[Image:BF1942_flak2.jpg|thumb|none|600px|Deciding to wait until a new Stuka spawns, he shows the viewers at home both the entire FlaK 38 and his magical wrist that can constantly break itself if the weapon is spun in circles.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
[[7.5 cm Pak 40]] AT guns can be used on the &amp;quot;Monte Cassino&amp;quot; map.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BF1942_pak1.jpg|thumb|none|600px|A German soldier stationed at Monte Cassino gazes at a Pak 40, waiting for some wayward Frenchman to come in front of him so he can finally shoot it.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
A [[Browning M2]] is the mounted weapon for Allied bases and vehicles, ranging from the normal M4A1 Shermans down hilariously to the motorcycle side car that came with Secret Weapons of WWII.&lt;br /&gt;
[[Image:BrowningM2HB.jpg|thumb|none|450px|Browning M2HB - .50 BMG.]]&lt;br /&gt;
[[Image:BF1942_bhb1.jpg|thumb|none|600px|An SAS assault soldier stumbles upon the true secret weapon, an anti gravity weapon mount that will be used by devious French Canadians to mount MG's to ANYTHING.]]&lt;br /&gt;
[[Image:BF1942_bhb2.jpg|thumb|none|600px|Deciding to see how this mount works, he's surprised to find that it does hold a 100+ pound MG to the motorcycle, and allows him to fit his legs through the sidecar with no problems!]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] Anti-Aircraft Guns are seen on the battlefield.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[Image:BF1942_bofors1.jpg|thumb|none|600px|A British soldier wanders around a base on the Battle of Britain map before discovering a Bofors 40mm position.]]&lt;br /&gt;
[[Image:BF1942_bofors2.jpg|thumb|none|600px|Realizing he's on a map that's literally just plane fights, the Brit mounts his Bofors and shows us the lovely sight he will use to blow up random Stukas.]]&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|450px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF1942_dt1.jpg|thumb|none|600px|On one side of a Russian field, a Russian tanker prepares to board his T-34, taking a slight glance at the pintle mounted DT before stowing in to give the Germans what-for. ]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1942_mg341.jpg|thumb|none|600px|On the other side, a German tanker stares at the pintle mounted MG34 and wonders if this war in the East will turn around with this whole &amp;quot;Battle of Kursk&amp;quot; thing.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is the Axis's pintle mounted machine gun in the same way the M2 is for the Allies, which does mean both the Germans, Italians and Japanese get these in both stock machine gun mounts as well as adorning the medium tanks of each faction.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1942_mg42_1.jpg|thumb|none|600px|A German engineer stands guard at the bunkers of Omaha beach, waiting to mount his MG42 at the sign of Allied invasion.]]&lt;br /&gt;
[[Image:BF1942_mg42_2.jpg|thumb|none|600px|Hearing the sounds of small boats on the sea ahead, he mounts his infinite ammo MG42 to wreck some historic havoc.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
The [[Type 97 light machine gun]] is mounted on Japanese Type 97 Chi-Ha tanks.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|450px|Type 97 light machine gun 7.7x58mm Arisaka]]&lt;br /&gt;
[[Image:BF1942_type97.jpg|thumb|none|600px|Surrounded by German weapons and obscure prototypes, the IJA soldier takes solace in the fact there's at least an actual Japanese tank for him to use. Just ignore the MG42 on top and you'll be fine.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=1556759</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=1556759"/>
		<updated>2023-02-17T19:36:16Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: dank yew for remembering the perk name, it's been a hot minute since I played NV&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;
[[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, ''Dead Money'', revolves around a long-planned casino heist in the Sierra Madre, a famous casino locked since the Great War. ''Honest Hearts'' takes place in the post-War Zion National Park and, among other things, adds a new caliber to the game, .45 ACP. ''Old World Blues'' takes place at the scientific research facility Big Mountain or the Big MT. The final regular DLC, ''Lonesome Road'', 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, ''Gun Runners' Arsenal'', did not add any story content, but instead added a host of weapons to various vendors around the game. The sixth, ''Courier's Stash'', also did not add any new story content, nor technically any new content at all, but instead made the pre-order exclusive item packs available to everyone.&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]]. Director Joshua Sawyer, via his account on the now defunct Formspring (an archive of which can be found [https://rpgcodex.net/forums/threads/an-archive-of-josh-sawyers-formspring-from-april-2010-through-march-2013-over-1-mb-of-text.128571/ here]) has confirmed several details about the firearms the game's weapons are based on among the many questions he has answered.&lt;br /&gt;
&lt;br /&gt;
(*) indicates that the weapon was added in DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&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 Guns Manufacturers&amp;quot; according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. It weighs 1.5 pounds, lower than the 2.2 of the real thing. It's the most common gun in the game, standard issue to most factions like the NCR and given to the player by Doc Mitchell at the start of the game, unless the player rolled their stats into another skill beyond 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 and accuracy that benefits from its high capacity (and thus DPS against lightly/unarmored opponents) and 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;, based on the factory-engraved &amp;quot;Renaissance&amp;quot; model with grips painted with Our Lady of Guadalupe, is carried by Benny (voiced by Matthew Perry), which he uses to execute the Courier 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; challenge 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;
[[File:Browning HP West German Police.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FalloutNewVegasHi-Power.jpg|400px|thumb|none|The in-game model for the 9mm Pistol.]]&lt;br /&gt;
[[File: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;
[[File: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;
[[File:FalloutNV_2010-10-25_12-15-28-79.jpg|600px|thumb|none|The Courier aims his Hi-Power at the horizon.]]&lt;br /&gt;
[[File: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;
[[File:Fnvbhp-1.jpg|thumb|none|600px|The Courier pulls the slide on a jammed Hi-Power.]]&lt;br /&gt;
[[File:FalloutNVhipowerposter.jpg|600px|thumb|none|While wandering Camp McCarren, the Courier finds a NCR poster warning soldiers about sexually transmitted diseases that features an image of a Hi-Power, which appears to be a render of its in-game model. This poster is derived from [https://rarehistoricalphotos.com/wp-content/uploads/2022/03/american-propaganda-posters-world-war-two-46.webp a US World War II poster] proclaiming &amp;quot;VD is not Victory&amp;quot;, which featured an original [[M1911]] instead.]]&lt;br /&gt;
[[File:FONV Saint Mary's Pistol.jpg|thumb|none|400px|In-game model for the unique &amp;quot;Maria&amp;quot; variant.]]&lt;br /&gt;
[[File: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;
[[File: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. The base gun appears to have a 5&amp;quot; barrel, but can be modified with a 7.5&amp;quot; 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%. It weighs 2 pounds, which is appropriate for its initial barrel length, but is not affected by the barrel length upgrade. A Single Action Army also appears on the boxart and title screen, with slight differences due to these images being illustrations instead of using the game's 3D model.&lt;br /&gt;
&lt;br /&gt;
The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers and is one of the first revolvers and magnum caliber guns the player will get. Decent damage and accuracy tempered by middling returns on power and a slow reload as you'd expect from a gate loader.&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|400px|The in-game model of the normal &amp;quot;.357 Magnum Revolver&amp;quot;.]]&lt;br /&gt;
[[Image:FNV357 all mods.jpg|thumb|none|400px|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. Note 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|400px|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, and Old Ben in Freeside. 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. It weighs 3.5 pounds, rounded down from its real counterpart. Incorrectly, the Model 29 uses the Pip-Boy icon for the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', which does not appear in ''New Vegas''.&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 is carried by the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake, and can be acquired from him during the quest &amp;quot;Talent Pool&amp;quot;. The Mysterious Magnum has a faster fire rate, better accuracy, increased critical hit damage but a lower durability stat, but is still a very powerful and frankly stylish high level sidearm. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger. The Mysterious Magnum appears to have a blocked barrel (due to the bore on the default .44 Magnum being a texture) which can be seen when reloading it.&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:Fallout_New_Vegas44_magnum_revolver.jpg|thumb|none|400px|In-game model of the .44 Magnum Revolver.]]&lt;br /&gt;
[[Image:FNV 44 all mods.jpg|thumb|none|400px|The .44 fitted with a scope and &amp;quot;heavy frame&amp;quot;.]]&lt;br /&gt;
[[Image:MysteriousMagnum.jpg|thumb|none|400px|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 fictitious pistol chambered for the also fictitious 12.7mm round (the in-universe equivalent to .50 AE or .50 Beowulf). 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 a 50% ultra-chunky [[Hämmerli 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 standalone gun even closer to the ''Blade Runner'' weapon exists too. Its only modification is a suppressor. The pistol's grip also has a loose similarity to that of the Finnish [[Jatimatic]] submachine gun. 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 a high Strength and Guns skill to properly 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 when armor's a problem.&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;
[[Image:H280.jpg|thumb|350px|none|Hammerli 280 - .22 LR]]&lt;br /&gt;
[[File:BladeRunner1982Blaster01.jpg|thumb|350px|none|The LAPD 2019 Blaster from ''Blade Runner''.]]&lt;br /&gt;
[[File:JatimaticSMALL.JPG|thumb|450px|none|Jatimatic - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Fallout_1997_14mm_pistol.jpg|thumb|none|350px|The &amp;quot;14mm Pistol&amp;quot; from ''Fallout''.]]&lt;br /&gt;
[[Image:FalloutNewVegas_12mm_Pistol.jpg|thumb|none|400px|The in-game model of the 12.7mm Pistol. Note the small discoloured patch above the trigger; this is apparently the ejection port, although the layout of the pistol makes it unclear how that's exactly supposed to work.]]&lt;br /&gt;
[[Image:FNV12.7mm Silencer.jpg|thumb|none|400px|The 12.7mm Pistol fitted with a silencer. The gun is still quite loud even with it, but enemies treat it as being fully silent.]]&lt;br /&gt;
[[Image:Lil' Devil.jpg|thumb|none|400px|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. Aside from the whole 'no magwell' thing, of course.]]&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 a very common weapon, 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. It can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a reliable sidearm for the mid point of the game, with higher damage and DPS than the standard 9mm offerings alongside decent mods to keep it in the power band long enough to be useful.&lt;br /&gt;
&lt;br /&gt;
The pre-order bonus &amp;quot;Classic Pack&amp;quot;, also included in the ''Courier's Stash'' DLC, adds the &amp;quot;Weathered 10mm Pistol&amp;quot;; aside from the different skin, it features slightly higher damage and durability at the cost of not being a holdout weapon.&lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol.jpg|thumb|none|400px|In-game model for the N99 10mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol2.jpg|thumb|none|400px|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.]]&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 old magazine is also never removed at any point during the animation. 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|400px|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 [[(Blade Runner) - LAPD 2019 Blaster|LAPD 2019 Blaster]] from ''[[Blade Runner]]'' makes a return to the ''Fallout'' series. Called &amp;quot;That Gun&amp;quot; in-game, in reference to &amp;quot;That Gun from ''[[Fallout]]'' and ''[[Fallout 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 potent side-grade pistol for mid to high level players. Sure it's not fast firing, but 5.56 AP is very common and very effective for pesky Legionnaires. &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) to 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|400px|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|400px|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;
[[File:Ruger 2245 target.jpg|thumb|none|350px|Ruger 22/45 Target - .22 LR]]&lt;br /&gt;
[[Image:FalloutNewVegasSilenced22Pistol.jpg|thumb|none|400px|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. The markings on the weapon read &amp;quot;Silenced .22 Pistol&amp;quot; and &amp;quot;Use Only .22 Long Rifle Ammo&amp;quot;.]]&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;, and deviates from the real revolver in that it chambers .357 Magnum in-game. The Courier will cock the hammer after every shot, but the first round fired from the pistol will be in double-action. The inclusion of this revolver is a reference to ''[[The Treasure of the Sierra Madre]]'', which was a major influence for the DLC alongside the Japanese suspense film ''[[Battle Royale]]''. &lt;br /&gt;
&lt;br /&gt;
The weapon is extremely useful in ''Dead Money'' due to its very high critical hit ratio, mostly for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The New Service can be found in surprising numbers around the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes. It weighs 3 pounds, which is significantly higher than its real weight of 2.3.&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;
[[File:Fnvnewservice-1.jpg|thumb|none|600px|The Courier holds a New Service after finding out that there was much more than he bargained for in that abandoned bunker.]]&lt;br /&gt;
[[File:Fnvnewservice-2.jpg|thumb|none|600px|Aiming the revolver; it has no rear sight. Additionally, the actual point of impact is not the top of the front sight, but the bottom of it.]]&lt;br /&gt;
[[File:Fnvnewservice-3.jpg|thumb|none|600px|Discharging a round...]]&lt;br /&gt;
[[File:Fnvnewservice-4.jpg|thumb|none|600px|...and cocking the hammer; the hammer will stay cocked until the revolver is switched out for another weapon, upon which the gun will be decocked when it is pulled out again.]]&lt;br /&gt;
[[File:Fnvnewservice-5.jpg|thumb|none|600px|Opening the cylinder; this animation is reused from the Smith &amp;amp; Wesson M29, and as such has the cases fall out on their own and the Courier not use the cylinder release. It is also incorrectly depicted as reloadable with the hammer cocked.]]&lt;br /&gt;
[[File:Fnvnewservice-6.jpg|thumb|none|600px|Slamming in a speedloader, now with the rounds using the correct textures; the rounds still stay in the speedloader after it has been loaded, however. Despite the in-game gun chambering .357 Magnum, its cylinder and the speedloader used to reload it both contain the same .44 Magnum cartridges used for the Model 29. This is because the New Service's model reuses parts from the S&amp;amp;W M29 such as its cylinder and frame.]]&lt;br /&gt;
[[File:Fnvnewservice-7.jpg|thumb|none|600px|Flicking the New Service shut.]]&lt;br /&gt;
[[File:Fnvnewservice-8.jpg|thumb|none|600px|All that cylinder flicking comes back to bite the Courier in the rear when it jams in the Tampico; the procedure is the same as on the Model 29.]]&lt;br /&gt;
[[File:Fnvnewservice-9.jpg|thumb|none|600px|The Courier shows off his Police Pistol while decked out in Sierra Madre Security armour.]]&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 tap into your early .45-70 reserves, with high raw damage and a scope to let you select and delete heads with ease. &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, with a higher damage, rate of fire and even crit chance than the normal Hunting Revolver and with no scope to stop you from whipping this thing out.&lt;br /&gt;
[[File:BFR 45-70 1.jpg|350px|thumb|none|Magnum Research BFR - .45-70 Gov't]]&lt;br /&gt;
[[File:20101124025745!HuntingRevolver.jpg|400px|thumb|none|The standard Hunting Revolver. The position of its trigger implies that this is a single action revolver, however, it fires in double action in-game.]]&lt;br /&gt;
[[File:Hunting revolver 1 2.jpg|400px|thumb|none|The ''GRA'' version of 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 muzzle flash, considering the cartridge it chambers.]]&lt;br /&gt;
[[File:RangerSequoia.jpg|thumb|none|400px|The &amp;quot;Ranger Sequoia&amp;quot;. Compared to the standard BFR, this variant has an octagonal barrel.]]&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 the upgraded 3-dot sights are permanent on the default weapon in the final game. The M1911 used by Follows-Chalk still has the original iron sights, but it is normally unobtainable. It correctly holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
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. It weighs 1.5 pounds, quite light for a 1911 variant (for reference, an original M1911 weighs about 2.3). Follows-Chalk mentions that Joshua tells him the M1911A1's cartridge “Won the West”; this seems to be a misplaced reference to the .45 Long Colt.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Fallout New Vegas M1911A1 Original Iron-sights.jpg|400px|thumb|none|The original, otherwise unused iron sights, which can only be seen on Follows-Chalk's pistol.]]&lt;br /&gt;
[[File:FalloutNV1911.jpg|thumb|none|600px|The Courier holds his M1911A1 at some distant buildings.]]&lt;br /&gt;
[[File:FalloutNV1911-2.jpg|thumb|none|600px|The Courier reloads his M1911A1. The animations are reused from the 9mm pistol.]]&lt;br /&gt;
[[File:FalloutNV1911-3.jpg|thumb|none|600px|The Courier gives us a close up of his M1911A1.]]&lt;br /&gt;
[[File:ColtXSE.jpg|thumb|none|350px|Colt XSE 1911 - .45 ACP]]&lt;br /&gt;
[[File:FalloutNewVegas 1911.jpg|400px|thumb|none|Fully upgraded in-game model for the M1911A1 with the HD slide and suppressor.]]&lt;br /&gt;
[[File: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 ''Honest Hearts'' 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 (&amp;quot;καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει&amp;quot; on the right side and &amp;quot;και η σκοτια αυτο ου κατελαβεν&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Despite the decreased ammo capacity, A Light Shining in Darkness is in every other way superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage. Really the only negative is the guttersnipe sights and the lack of a suppressor, but that didn't stop Joshua using it.&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|The in-game model for A Light Shining in Darkness. The slide appears to be closer in length to the [[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 ''Lonesome Road'' DLC adds a visually-altered Italian WWII-era 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. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot; as a consequence, it is oddly classed as an energy weapon in-game. 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;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Brescia Model 00 flare pistol.jpg|thumb|350px|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;
[[File:Fnvbrescia-1.jpg|thumb|none|600px|The Courier holds a Brescia while on top of a wrecked highway.]]&lt;br /&gt;
[[File:Fnvbrescia-2.jpg|thumb|none|600px|Aiming; the Flare Gun is one of the few projectile weapons that do not have true iron sights, instead just being centred ''[[Doom (VG)|Doom]]''-style with the crosshair as the actual point of aim.]]&lt;br /&gt;
[[File:Fnvbrescia-3.jpg|thumb|none|600px|Firing a flare at one of the support beams; this proves to be rather ineffective, as concrete beams cannot catch fire nor can they be scared away.]]&lt;br /&gt;
[[File:Fnvbrescia-4.jpg|thumb|none|600px|Opening the launcher and dumping out the spent flare...]]&lt;br /&gt;
[[File:Fnvbrescia-5.jpg|thumb|none|600px|...and loading in a fresh one. Note the somewhat strange way the Courier holds the flare; this is because all of its animations are reused from the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', and as such were designed with a speedloader in mind.]]&lt;br /&gt;
[[File:Fnvbrescia-6.jpg|thumb|none|600px|Flicking the Model 00 shut.]]&lt;br /&gt;
[[File:Fnvbrescia-7.jpg|thumb|none|600px|The Flare Gun jams; this has the Courier simply open and close the breech again.]]&lt;br /&gt;
[[File:Fnvbrescia-8.jpg|thumb|none|600px|The Courier aims the Flare Gun in third-person.]]&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|350px|Stainless Ruger GP100 - .357 Magnum]]&lt;br /&gt;
[[File:FNV Guns And Bullets.jpg|thumb|none|400px|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 [[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|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Fnvshansi-1.jpg|thumb|none|600px|The Courier looks at a Shansi imprisoned in Mick's stash, never to be used. Above it is one of the two &amp;quot;Infiltrators&amp;quot;, another ''Fallout 3'' weapon.]]&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]]'', and is again essentially a [[Browning M2HB]] receiver reversed and put into a package similar to the defunct [[Heckler &amp;amp; Koch SMG]] prorotype, along with a pistol grip and trigger guard reminiscent 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:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:HK SMG II.jpg|thumb|none|450px|Heckler &amp;amp; Koch SMG II - 9x19mm]]&lt;br /&gt;
[[File:FalloutNewVegas10mm_SMG.jpg|thumb|none|500px|The in-game model for the 10mm SMG. Note the two selector switches pointing opposite directions above the pistol grip, a setup presumably based on the aforementioned Thompson; assuming that these markings are HK-style pictograms, the rear one (which would be rather awkward to operate) has one &amp;quot;safe&amp;quot; position and two &amp;quot;fire&amp;quot; ones (with the top one selected), while the front seemingly has 3-round burst, 4-round burst (selected), and a six-notch setting that presumably represents full-auto. While it could be argued that the rear selector offers safe, semi-auto, and a position that can be either burst or full-auto depending on the front switch's setting (akin to the dual-switch setup on the [[FAMAS F1]]), this idea is somewhat undermined by the two &amp;quot;fire&amp;quot; markings being completely identical.]]&lt;br /&gt;
[[File:10mm SMG with extended mag and recoil comp.jpg|thumb|none|500px|The 10mm SMG fitted with an extended magazine and a recoil compensator. It's not entirely clear how the latter attachment is actually attached, given that the weapon's muzzle (shown above, and seemingly based on the M2's buffer tube given its placement) is a smooth, tapered tube with no threads or notches; given its placement, it appears to be just ''barely'' attached at all, overlapping almost none of the barrel.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG.jpg|thumb|none|600px|The Courier holds his 10mm SMG.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG-2.jpg|thumb|none|600px|He then reloads it, wondering why it has what seems to be an unusable underfolding stock (which could never be unfolded with the magazine in place). After swapping mags, the Courier then &amp;quot;pulls&amp;quot; the weapon's charging handle; the handle doesn't actually move, presumably because it's placed all the way at the end of its slot - since the receiver was modeled off of a Browning M2 with the bolt forward, its reversal puts the bolt all the way back, with no space for it to be pulled further.]]&lt;br /&gt;
[[File: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;
[[File:FalloutNewVegasSleepytyme.jpg|thumb|none|500px|The in-game model for the unique suppressed 10mm SMG &amp;quot;Sleepytyme&amp;quot;.]]&lt;br /&gt;
[[File: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 has a heavily shortened barrel and 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 due to low damage and the thin 30 rounder mags.&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 fictitious 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. Vance's 9mm SMG comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like a majority of 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. Increased damage, hit probability and the weird in-between rate of fire so you can spray wildly and actually hit what you're aiming at, a perfect way to spend your 9mm stocks late game.&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. Should you find enough nails in either The Divide or the Mojave, keep them for this. Sure it's not as powerful as either of its original versions, but the double damage to limbs makes this an entertaining way to stop an annoying enemy from shooting you.&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 9mm SMG.]]&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|500px|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. In-game, it uses 180-round magazines which can be replaced with a larger pan magazine that holds 240 rounds, both of which are not available for the gun's real life counterpart. The American 180 can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. &lt;br /&gt;
&lt;br /&gt;
Both it and the stocks of .22 necessary to keep it running aren't particularly common, but combo the two and you have a delightfully silly gun for any combat encounter where any enemy can be dropped in a endless swarm of .22 caliber bees.&lt;br /&gt;
[[Image:American-180.jpg|thumb|450px|none|American-180 - .22 LR]]&lt;br /&gt;
[[Image:Silenced22SMG.jpg|500px|thumb|none|The .22 Submachine Gun in all its glory.]]&lt;br /&gt;
[[Image:830px-Silenced22SMG%20(1).png.png|500px|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, which lacks a front sight.]]&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 Submachine 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. &lt;br /&gt;
&lt;br /&gt;
The RCW is a fairly common energy weapon, used by Fiends, Brotherhood of Steel scribes, and members of the Bright Brotherhood found scattered across the waste or at REPCONN. Using the somewhat uncommon ECP packs and allowing for a recycler to maximize its charge, the RCW is a proto-Minigun and a good high ROF weapon for an early to mid game Energy Weapons build that lets you ditch a Recharger Rifle and have something to panic spray middling damage at.&lt;br /&gt;
&lt;br /&gt;
Though not usable, normal M1928s appear on the cover for the &amp;quot;Milsurp Review&amp;quot; skill magazine, which temporarily raises the player's Guns skill by 10.&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW.jpg|thumb|none|500px|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 are rather more M1A1-like.]]&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;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum - .45 ACP]]&lt;br /&gt;
[[File:Fnvm1928-1.jpg|thumb|none|500px|The &amp;quot;Milsurp Review&amp;quot; skill magazine, featuring several M1928s; the one on the far right appears to be an M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson*===&lt;br /&gt;
The [[M1A1 Thompson]] appears as the &amp;quot;.45 Auto Submachine Gun&amp;quot;, introduced in the ''Honest Hearts'' 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. &lt;br /&gt;
&lt;br /&gt;
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, but tempered by rather poor accuracy. The weapon incorrectly fires in a closed bolt manner due to it reusing animations for other autoloading firearms.  &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. Its stock more closely resembles that from the M1928 Thompson rather than the M1/M1A1's]]&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 in third-person. Note the closed bolt.]]&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 ''Honest Hearts'', and both high-level marked men and Ulysses in ''Lonesome Road''; 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 Runners' 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 - 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|500px|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 [[Colt Model 733]] appears as the &amp;quot;Assault Carbine&amp;quot;. It is chambered for the fictional 5mm round (also used by the Minigun) and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default (although the magazine itself is modelled after a 20-round one), but can be upgraded with a 30-round magazine. It, along with the other AR-15 derivatives below, lacks a charging handle on the rear of the carry handle, 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. &lt;br /&gt;
&lt;br /&gt;
The Assault Carbine is a good armor breaker, allowing an easily aimed usage of 5mm ammo than the Minigun tempered by its still ridiculously fast fire rate. 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, a &amp;quot;light bolt&amp;quot; which increases rate of fire, and an extended magazine which raises its capacity to 30 rounds.&lt;br /&gt;
[[Image:Colt Model 733.jpg|thumb|none|450px|Colt Model 733 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegas_assault_carbine.jpg|thumb|none|500px|In-game model of the Assault Carbine.]]&lt;br /&gt;
[[File:Fnv733-1.jpg|thumb|none|500px|The ''GRA'' variant with all of its mods; the &amp;quot;light bolt&amp;quot; does not change the weapon's appearance.]]&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 (which opens in the complete opposite direction) is supposed to close with it in place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[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 Marksman Carbine is a somewhat uncommon weapon, with a few being located in Vault 34 and is purchasable from the Vendortron and Knight Torres in the Hidden Valley Bunker; it will, however, be frequently used by Legion assassins at high levels. It only holds 20 rounds, even though it is modelled with a 30-round magazine. The Marksman Carbine is a powerful carbine with some of the spicier 5.56 variants like HP or AP, capped mostly by how middling the damage is for 5.56 in-game.&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 (although it tends to glitch and not show properly). 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 ''Gun Runner's Arsenal'' 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 with M68 Aimpoint sight, Surefire M900 weaponlight foregrip, and M468 SIR style handguard - 5.56x45mm NATO]]&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;.]]&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;. Note that the insignia is missing here; the image that is shown in its place is the weapon's texture sheet.]]&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. While rarely seen due to the weapon's high durability and low jam rate even at poor condition, 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. &lt;br /&gt;
&lt;br /&gt;
It's a terrifically average rifle that allows a phase-out of the Varmint Rifle as the player's generic long ranged 5.56 caliber rifle with better stats overall beyond a middling accuracy and lack of a suppressor option but making up for it with semi automatic firepower. Strangely, the Service Rifle can ''not'' normally be cannibalized for parts to repair the Assault Carbine or Marksman Carbine, even though in reality the three would share nearly all parts.&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 ''Honest Hearts'' DLC. It was the weapon of a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky handguard somewhat reminiscent of the M16 LSW/LMG along with a shortened barrel similar to that of the Colt Model 605, but has numerous makeshift repairs along the body work and a damaged front sight. The English and French words &amp;quot;STOP!&amp;quot; and &amp;quot;ARRÊT!&amp;quot; are scrawled onto the stock of the weapon, a marking on the receiver reads &amp;quot;PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL&amp;quot;, and another marking 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 (although in a roundabout way compensates for the game's slightly bugged iron sights system).&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.]]&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 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. &lt;br /&gt;
&lt;br /&gt;
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 properly. Because the Hecate II uses pre-existing animations shared with other bolt-action rifles, the Courier will hold the gun as if it had a rifle grip rather than by the PGM's pistol grip. According to project director Joshua Sawyer, the PGM Hecate II was modeled in the game for the .50 caliber rifle role because he thought [[Barrett]] rifles in other games were too repetitive. &lt;br /&gt;
[[Image:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
[[Image:FalloutNewVegasAnti-materiel_rifle.jpg|thumb|none|500px|In-game model for the Anti-Materiel Rifle.]]&lt;br /&gt;
[[Image:Fnvgra-amrifleallupgrades.jpg|thumb|none|500px|The ''GRA'' variant with all modifications.]]&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;
&lt;br /&gt;
==&amp;quot;Varmint Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Varmint Rifle&amp;quot; is a fictitious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22 LR rounds which were fed from a long, curved magazine, but this proved unpopular during play testing and was changed to 5.56mm rounds feeding from a small box magazine; some NPCs using the rifle still carry .22 LR 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. Should you manage to find this cave in the Level 9-12 range, you've picked up a delightful sidegrade rifle with an increased fire rate, damage and scope zoom to the fully modded Varmint Rifle and a very effective way to silently take down enemies at range until you get the suppressed Sniper Rifle.&lt;br /&gt;
[[Image:FalloutNewVegasVarmintrifle.jpg|thumb|500px|none|In-game model for the standard Varmint Rifle. Note that though the hole in the stock is inletted similar to a thumbhole, its placement would make using it as one somewhat uncomfortable due to a very thin grip. The grip itself also is at a rather steep angle, though this is likely to line it up better with animations shared with other guns.]]&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 the rounds in the magazine with glitched textures. It also has a large shadow on the top of the receiver; presumably it had a scope permanently affixed to it at some point.]]&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|500px|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;. Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand.&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. The Battle Rifle serves as a semi-automatic .308 rifle to not so much replace the Hunting Rifle but give you more options. Decently accurate bar its high spread at range with a quick reload and decent damage, it's a good mid-game rifle. And This Machine keeps that going into the late game with more damage and crit chance to make use of that delightful .308 AP.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:FalloutNewVegasBattle_rifle.jpg|500px|thumb|none|The in-game model for the Battle Rifle.]]&lt;br /&gt;
[[File:Fnvgarand-1.jpg|thumb|none|500px|This unique Machine. The marking is only present on the left side of the gun, hence the inconsistency with the other images.]]&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, and 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 subbing out the Varmint Rifle, doing more damage and using a more versatile cartridge than the Varmint tempered by how mediocre .357 gets against armor. &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 octagonal 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. Faster reload than the normal Repeater, faster fire rate and DPS combo'd with a scope, this thing was built to pop lightly armored Fiends. &lt;br /&gt;
[[Image:1886wcf.jpg|thumb|450px|none|Winchester 1886 - .45-70 Gov't]]&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 was likely at some point meant to chamber .30-30 WCF but the cartridge was cut from the game due to having too much overlap with the gameplay role .308 Win chambered weapons play in-game, this is evident by the thinner loading gate on the side of the rifle. The Trail Carbine can be found in places such as Bonnie Springs or Red Rock Canyon and it can be modified with a scope. The Trail Carbine is mostly a straight upgrade over the Cowboy Repeater, with more damage and critical hit power and the ability to mount a scope as a mod. Don't knock it till you try it.&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 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 (excluding Lily Bowen's Assault Carbine, though the suppressor on that rifle is unobtainable by the player). The Hunting Rifle is one of the perfect mid to high 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. &lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;Paciencia&amp;quot; (Spanish for Patience) unique variant, which can be bought from Cliff Briscoe in Novac. 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 deals extra critical damage and has high 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. According to lead designer Josh Sawyer, this rifle was called &amp;quot;Paciencia&amp;quot; because its user &amp;quot;better make them (the three shots per magazine) count&amp;quot;. &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 cartridges 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;
==Marlin Model 1895==  &lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;Brush Gun&amp;quot;, firing .45-70 Gov't rounds out of a six-round tube magazine. Although it is said by Josh Sawyer, the game's lead designer, that it &amp;quot;is not based on one gun specifically, but guns like the [[Winchester Model 1886]] and Marlin Guide Gun&amp;quot;, the Winchester influence only comes with the &amp;quot;forged receiver&amp;quot;, the Brush Gun's only modification, which gives it 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, with high power and decent accuracy with a plethora of flavors of custom ammo to sink the skill points you need to make this thing effectively into. Do not doubt how utterly busted the HP .45-70 is out of this thing.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' 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 Medicine Stick is better in every way than the Brush Gun, albeit not as overwhelmingly as the other GRA weapons. That being said it's still a high powered and accurate boomstick with more accuracy and an easier to read sight picture. &lt;br /&gt;
[[Image:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70 Gov't]]&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 works 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, thankful that it only has one rear sight.]]&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 &amp;quot;Gauss Rifle&amp;quot; returns from ''Fallout 3'''s ''Operation: Anchorage'' DLC, now sporting a buttplate on the stock. 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 only used when the rifle &amp;quot;jams&amp;quot; by rotating it back into place). 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 outclassing even the Hecate II 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 only 4 MFCs per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier. Make of that what you will.&lt;br /&gt;
[[image:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]]&lt;br /&gt;
[[File:FNV Gauss Rifle.jpg|thumb|none|500px|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 YCS 186.jpg|thumb|none|500px|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 the (decorative) grid-like scope reticle for compensating drop and lead, similar to vehicle-based gunsights; the only actual marks present are for drop, presumably in mils.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
An early-pattern [[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 &amp;quot;Infiltrator&amp;quot; (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) from the ''Fallout 3'' DLC ''The Pitt'' 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|An Infiltrator locked away in Mick &amp;amp; Ralph's, with a Tri-beam Laser Rifle and 10mm Pistol above and below it. Just creeping into the shot at the left is the Railway Rifle, yet another ''Fallout 3'' weapon; this was a fictional improvised weapon that fired railroad spikes as ammunition, and was capable of pinning dismembered limbs to walls.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chinese Assault Rifle&amp;quot;==&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 a rifle; while highly indistinct, given how the rifle appears to have an AK-style magazine and an [[RPD]]-like handguard, and that this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to represent the &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.&lt;br /&gt;
&lt;br /&gt;
The rifle itself also appears in the game in a non-usable form. During the quest &amp;quot;How Little We Know&amp;quot; the Courier may be tasked with destroying a weapons stockpile using thermite; amid the rubble is the front sight and muzzle of a Chinese Assault Rifle. The rifle's magazines also appear as the pickup model for 5.56mm rounds.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:AS_Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Fallout3AK.jpg|thumb|none|500px|The &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.]]&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;
[[File:Fnvzhar-1.jpg|thumb|none|600px|The Courier comes across two Type 93 magazines whilst wandering Vault 11.]]&lt;br /&gt;
[[File:Fnvzhar-2.jpg|thumb|none|600px|The remains of a Chinese Assault Rifle, destroyed by thermite; if the view is clipped into this pile of rubble via cheats the entire model of the rifle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sniper Rifle&amp;quot;==&lt;br /&gt;
The fictitious &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' (based on the also fictitious &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout]]'' and ''[[Fallout 2]]'') returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. 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. 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.&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. 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). 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.&lt;br /&gt;
&lt;br /&gt;
The ''Old World Blues'' 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 other 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;
[[File:FNV Sniper Rifle.jpg|thumb|none|500px|The in-game model of the Sniper Rifle. The bipod is sadly never used, though concept art for ''Fallout 3'' indicates that it is also intended to function as a grip.]]&lt;br /&gt;
[[File:FNV Sniper Rifle Modded.jpg|thumb|none|500px|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|500px|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|500px|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;
==&amp;quot;Light Machine Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;Light Machine Gun&amp;quot; consists of the receiver and stock of an [[M249]], and the handguard and barrel assembly from an [[M60]]. It also has some other non-standard features including a shortened stock (presumably to prevent clipping into character models when shouldered), a wooden carry handle, pistol grip and handguard, a differently designed front sight post, 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. The weapon's sights are a somewhat bizarre reversed notch setup. 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. Unlike the real M249, the LMG appears to fire from a closed bolt and its charging handle reciprocates when fired. 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 ''Gun Runners' Arsenal'' DLC adds the fictitious, 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 and being compatible with repairing the former when its condition has deteriorated enough, 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. How viable that exactly ''is'' will be up to you.&lt;br /&gt;
[[Image:M249Minimi1stPattern.jpg|thumb|none|450px|FN M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegasLMGRend.jpg|500px|thumb|none|The in-game model of the Light Machine Gun.]]&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|450px|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 [[M1918A2 Browning Automatic Rifle]] was added in ''Dead Money'', 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. This weapon is chambered in .308 ammunition and as such is the only fully automatic weapon in the game that utilizes this ammo. 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. &lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, it is the least accurate automatic weapon in the game, even worse than the SMGs. This problem is compounded by its small capacity magazines, low fire rate (even when upgraded), high weight at 16lbs (even beating out the LMG which is a pound lighter), and poor durability. Its only redeeming quality is its damage - the highest of any automatic weapon.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Coltmonitor.jpg|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[Image:FONV BAR.jpg|thumb|none|500px|The in-game model of the Automatic Rifle, complete with carrying handle. The charging handle on the in-game weapon has been moved to the location of the ejection port on a real BAR (so that it can reuse animations from the Sniper Rifle), and the ejection port itself has been accordingly lowered. Also of note is the smaller magazine due to the rifle's in-game chambering of .308 Winchester and not the longer .30-06.]]&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 (oversized) ejected casings seem to imply that the cartridges have a belt, which .308 Winchester 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. The most accurate shotgun tip is not a joke, the Dinner Bell is a VERY accurate shotgun that makes very effective use of almost any custom ammo you can stuff in it. Slugs, Coin Shot, Magnum shells, you name it and this gun will pattern that blast directly into whatever you need dead.&lt;br /&gt;
[[Image:870wngmstr16-prod.jpg|thumb|none|450px|Remington 870 Wingmaster - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasHuntingShotgun.jpg|thumb|500px|none|The standard Hunting Shotgun. Note the slightly wider trigger guard.]]&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 870 uniquely uses a yellow-coloured shell instead of the red ones all the other 12 gauge weapons use, although it still ejects red-coloured shells when fired.]]&lt;br /&gt;
[[Image:FalloutNVHuntShotgun-3.jpg|thumb|none|600px|The Courier aims his Hunting Shotgun at some evil looking bricks. Due to animations for the Hunting Rifle being reused for the Model 870, the player's left hand will grip the section of magazine tube before the forend, with pumping animations involving the left hand moving ahead to grip and cycle said forend and back to holding onto the tube.]]&lt;br /&gt;
[[Image:FONV DinnerBell.jpg|thumb|500px|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 over/under double-barrel shotgun called the &amp;quot;Caravan Shotgun&amp;quot; appears in game. 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 with moderately less accuracy at a cost of still being capped by the 20 gauge chambering.&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered the 'Caravan Pack' version of ''New Vegas'' (or purchased the ''Courier's Stash'' 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|450px|Otto Seelig O/U - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasCaravanShotgun.jpg|thumb|none|500px|The in-game model for the Caravan Shotgun. Note the single trigger and unevenly sawed short barrels. The screw fixed onto the breech release lever serves as a makeshift iron sight for the 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;
[[File:Fnvcaravan-1.jpg|thumb|none|500px|The model for the Sturdy Caravan Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riot Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Riot Shotgun&amp;quot; is a fictitious semi-automatic shotgun (bearing some very loose similarites to the [[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto]]) 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. It may also be wielded by enemies during the ''Honest Hearts'' and ''Lonesome Road'' DLCs if the player's level is high enough.&lt;br /&gt;
&lt;br /&gt;
The Riot Shotgun is far and away the fastest-firing shotguns in the game allowing you to send shells as fast as you think you need to. It's also one of the heaviest in the game, with a middling spread and damage alongside eating up a lot of 12 gauge ammo if you're not careful. That being said, the Riot Shotgun is a great candidate to pair with the &amp;quot;And Stay Back&amp;quot; perk which grants each fired pellet a chance to knock down targets.&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|450px|Hawk Semi-Auto - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasRiotShotgun.jpg|thumb|none|500px|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]] 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. &lt;br /&gt;
&lt;br /&gt;
It is generally the best 20 gauge shotgun, being given a proper magazine and a fast rate of fire to capitalize on sending as much 20 gauge as fast as possible. That being said the middling returns on damage you get with 20 gauge and the overall bad ability for 20 gauge to kill anything you're aiming at once armor is involved makes this less ideal long-term. That and a sluggish reload.&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|500px|The Lever-Action Shotgun in the game. Its receiver has a more straighter shape, likely to fit with in-game animations. Note the metal plate on the grip, similar to the one on the ''[[Terminator 2]]'' gun; however, unlike the ''T2'' gun, it is modelled as part of the grip and not the lever.]]&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 and the highest per-shot damage of any 20 gauge shotgun in the game at a cost of its lack of real damage to anything wearing armor, and it being outclassed by any other shotgun in almost every other respect.&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. Additionally, if a trap was disarmed after it has been triggered, it will still yield one full shell, instead of an empty hull (which is also an item in the game).&lt;br /&gt;
[[Image:NewEnglandpardner.jpg|thumb|none|450px|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|500px|thumb|none|A Single Shotgun set up as a trap. Note the presence of what appears to be an electric motor powered by a microfusion cell (an energy weapon ammo type) set up to spool up a wire to pull the trigger, begging the question why the tripwire activates this motor rather than pulling the trigger itself. 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 [[Sawn-off double barreled shotgun|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 different pistol grip) 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, Omerta &amp;quot;button men&amp;quot;, 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 thirty 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|500px|The in-game Sawed-off model. Note that it has a proper pistol grip, compared to the image above.]]&lt;br /&gt;
[[File:Fnvsawnoff-1.jpg|thumb|none|600px|The Courier stands in the lobby of the REPCONN Test Site with a Sawed-Off Shotgun at hand, on the lookout for any ghouls.]]&lt;br /&gt;
[[File:Fnvsawnoff-2.jpg|thumb|none|600px|Checking the sights reveals that there aren't any.]]&lt;br /&gt;
[[File:Fnvsawnoff-3.jpg|thumb|none|600px|After shooting two 12 gauge shells at absolutely nothing, the Courier dumps out the old shells...]]&lt;br /&gt;
[[File:Fnvsawnoff-4.jpg|thumb|none|600px|...mashes in some new ones...]]&lt;br /&gt;
[[File:Fnvsawnoff-5.jpg|thumb|none|600px|...and flicks the shotgun shut.]]&lt;br /&gt;
[[File:FNV Big Boomer.jpg|thumb|none|500px|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 can be upgraded with a &amp;quot;long barrel&amp;quot; to increase grenade velocity and range. Because the launcher reuses the 20 gauge Pardner's reload animation, its user will cock a non-existent external hammer. The M79 is baby's first explosive weapon, with middling damage and a fast rate of fire but inferior to later grenade launchers. Don't knock it though, it's got a key fun trick. Knocking over enemies.&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. All for the low cost of finding it amongst the ants of the Array.&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 ''Courier's Stash'' DLC, they acquire the &amp;quot;Mercenary's 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|500px|The first unique M79 variant, &amp;quot;Thump-Thump&amp;quot;, with a beaver holding an [[M1 Garand]] on the stock...]]&lt;br /&gt;
[[File:Fnvm79-1.jpg|thumb|none|500px|...the second one, the Mercenary's Grenade Rifle...]]&lt;br /&gt;
[[File:FNV Red Victory.jpg|thumb|none|500px|...the third 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|500px|...and the fourth 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, presumably so that it can reuse animations from the Remington 870. Most Boomers carry it, along with one of the caravan guards at the start of the ''Honest Hearts'' DLC, and it can also be found in a few locations or purchased from several traders.&lt;br /&gt;
&lt;br /&gt;
Consistent with ''New Vegas'''s design philosophy of making less powerful weapons still valuable after the player has found an &amp;quot;upgrade&amp;quot;, while it initially 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. Additionally unlike the Grenade Rifle, the Launcher has no extended barrel upgrade to increase its range, which limits its potential for long range bombardment without extensive practice in learning its projectile arc.&lt;br /&gt;
&lt;br /&gt;
A modified version named the &amp;quot;Holorifle&amp;quot; appears in the ''Dead Money'' 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: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 fictitious large fully-automatic 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 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 late game explosive weapon in comparison to the Missile Launcher or Fatman, a high damage but relatively controllable death machine capped by the rarity of 25mm ammo in the wastes.&lt;br /&gt;
&lt;br /&gt;
The unique variant, &amp;quot;Mercy&amp;quot;, can be found in Dead Wind Cavern. Apparently a relic from before the nukes fell, it has &amp;quot;Hei Gui Bye Bye&amp;quot; spraypainted on its 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. It also rocks a rechambering to 40mm, drastically improving its damage and power at a cost of reduced ammo capacity and making it harder to keep this stocked up when playing on Hardcore due to how heavy 40mm ammo is.&lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:GrenadeMachinegun.jpg|thumb|none|500px|The in-game model of the &amp;quot;Grenade Machinegun&amp;quot;.]]&lt;br /&gt;
[[File:FNV Mercy.jpg|thumb|none|500px|The unique &amp;quot;Mercy&amp;quot; variant.]]&lt;br /&gt;
[[File: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 serves as storage for the 25mm drums.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;25mm Grenade APW&amp;quot;*==&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;25mm Grenade APW&amp;quot; (Anti-Personnel Weapon), a fictitious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the [[Remington 1100]]. Being a ''GRA'' weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, Alexander at the 188 Trading Post, among others.&lt;br /&gt;
&lt;br /&gt;
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. 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 8-round extended magazine (called an &amp;quot;expanded drum&amp;quot;, despite not actually being a drum magazine).&lt;br /&gt;
[[File: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|500px|The in-game model of the 25mm Grenade APW.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW Modded.jpg|thumb|none|500px|A fully-modified APW. The &amp;quot;Upgraded Internals&amp;quot; mod doesn't change the weapon's appearance.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLauncher-2.jpg|thumb|none|600px|The Courier holds his Grenade APW after &amp;quot;accidentally&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 APW; note the lack of a front sight.]]&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 &amp;amp; Explosives=&lt;br /&gt;
==M84 Stun Grenade*==&lt;br /&gt;
The ''Lonesome Road'' 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|400px|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|600px|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'' are heavily based on the Danish [[M23 Haanbombe]]. 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;
[[File:DanishGrande.jpg|thumb|none|200px|M23 Haanbombe]]&lt;br /&gt;
[[File:FNV Frag Grenade.jpg|thumb|none|400px|The in-game grenade model. The sharp bend in the spoon is more typical of Soviet grenades like the [[F-1 hand grenade]].]]&lt;br /&gt;
[[File:FNV Grenade Bouquet.jpg|thumb|none|400px|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. Perhaps the Explosives skill requirement to disarm a rather rudimentary trap gives the Courier the resources to fashion new pins.]]&lt;br /&gt;
[[File:FNV Holy Frag Grenade.jpg|thumb|none|400px|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|400px|The in-game model for the incendiary grenade.]]&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|500px|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;
==TM-46 Anti-Tank Mine==&lt;br /&gt;
The &amp;quot;Frag Mine&amp;quot;, a recoloured and shrunken [[TM-46 anti-tank mine]], returns from the previous game. It functions more or less the same as it did in ''Fallout 3'', producing a small explosion after beeping for a few seconds when a target gets close enough, the duration and proximity for detection depending on the Courier's Explosives skill. Mines planted as traps can be found in a variety of locations, sometimes hidden under corpses or other objects.&lt;br /&gt;
&lt;br /&gt;
In ''Dead Money'', another variant of the TM-46 appears; it is known as the &amp;quot;Demolition Charge&amp;quot;, and must be bought from Sierra Madre vending machines for 75 chips each after the appropriate holotape is found. Compared to the more common Frag Mine, Demo Charges feature a negligibly higher amount of damage and no Explosives skill requirement, but are also three times as heavy, weighing 1.5 pounds instead of 0.5. It also has a different skin, sporting a yellower body with diagonal black stripes along the sides and a partially-obscured radiation symbol on top (though the charge does not afflict any radiation damage).&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:NV_frag_mine.jpg|thumb|none|500px|The Frag Mine model. The handle is not used, and appears to be a relic of its anti-tank basis.]]&lt;br /&gt;
[[File:Fnvtm46-1.jpg|thumb|none|500px|The model for the &amp;quot;Demolition Charge&amp;quot;. One would think that a proximity-detonated demolition charge would be a bad idea.]]&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 [[80 cm Kanone (E)|''Schwerer Gustav'' 80cm railway gun]] and 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|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:FNV AA Gun.jpg|thumb|none|500px|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|500px|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 fictitious &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. The Flamer has one modification - &amp;quot;Expanded Tanks&amp;quot;, which double its ammunition capacity. Low damage, high rate of ''fire'' and usually defeating armor, if you can take the brunt of getting shot while using it, it's a messy but fun main arm for Energy Weapon builds.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' 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|450px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:M2A1-7 Flamethrower.jpg|thumb|none|450px|M2A1-7 Flamethrower]]&lt;br /&gt;
[[File:FNV Flamer.jpg|thumb|none|500px|The in-game model of the &amp;quot;Flamer&amp;quot;.]]&lt;br /&gt;
[[File:FNV Flamer Modded.jpg|thumb|none|500px|A Flamer fitted with the &amp;quot;Expanded Tanks&amp;quot; modification.]]&lt;br /&gt;
[[File:FNV Cleansing Flame.jpg|thumb|none|500px|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;
==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|500px|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 instead of the real gun's 650, and its accuracy is somewhat poor. 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 ''Old World Blues''. Amusingly enough, despite being an airgun firing BBs, it it still considered a firearm 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 part 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 secretly boasts 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 and higher than any weapon in the game except for the Brush Gun, Medicine Stick, Anti-Materiel Rifle, Paciencia and Gobi Campaign Scout Rifle.); 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 (which is located directly in front of Fields' Shack).&lt;br /&gt;
[[File:199852 lg.jpg|thumb|none|450px|Daisy Red Ryder]]&lt;br /&gt;
[[File:FNV BB Gun.jpg|thumb|none|500px|The in-game model of the BB Gun.]]&lt;br /&gt;
[[File:Fnvredryder-1.jpg|thumb|none|600px|The Courier prepares to do some indoor plinking with a Red Ryder. Unlike the Lone Wanderer, the Courier's left hand does not fully grasp around the barrel; this is to allow for...]]&lt;br /&gt;
[[File:Fnvredryder-2.jpg|thumb|none|600px|...proper usage of the sights.]]&lt;br /&gt;
[[File:Fnvredryder-3.jpg|thumb|none|600px|It also now uses the same cycling animation as the game's other lever-action weapons.]]&lt;br /&gt;
[[File:Fnvredryder-4.jpg|thumb|none|600px|Reloading begins with the Courier opening the loading gate; as in ''Fallout 3'', it is incorrectly located on the underside of the barrel instead of the left side.]]&lt;br /&gt;
[[File:Fnvredryder-5.jpg|thumb|none|600px|It is then loaded up with BBs...]]&lt;br /&gt;
[[File:Fnvredryder-6.jpg|thumb|none|600px|...and finished off with a rack of the lever.]]&lt;br /&gt;
[[File:Fnvredryder-7.jpg|thumb|none|600px|The jam animation gives a better view of the action being worked.]]&lt;br /&gt;
[[File:Fnvredryder-8.jpg|thumb|none|600px|The BB Gun being aimed in third-person.]]&lt;br /&gt;
[[File:FNV LE BB Gun.jpg|thumb|none|500px|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;
{{Fallout Series}}&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=1556646</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=1556646"/>
		<updated>2023-02-16T22:45:42Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Coming back after four years to break some of these text blocks up and rearrange them in what I hope is mildly better format&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;
[[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;
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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;
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A host of DLC were released for the game, which were then collected into the ''Fallout: New Vegas Ultimate Edition''. The first, ''Dead Money'', revolves around a long-planned casino heist in the Sierra Madre, a famous casino locked since the Great War. ''Honest Hearts'' takes place in the post-War Zion National Park and, among other things, adds a new caliber to the game, .45 ACP. ''Old World Blues'' takes place at the scientific research facility Big Mountain or the Big MT. The final regular DLC, ''Lonesome Road'', 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, ''Gun Runners' Arsenal'', did not add any story content, but instead added a host of weapons to various vendors around the game. The sixth, ''Courier's Stash'', also did not add any new story content, nor technically any new content at all, but instead made the pre-order exclusive item packs available to everyone.&lt;br /&gt;
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''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]]. Director Joshua Sawyer, via his account on the now defunct Formspring (an archive of which can be found [https://rpgcodex.net/forums/threads/an-archive-of-josh-sawyers-formspring-from-april-2010-through-march-2013-over-1-mb-of-text.128571/ here]) has confirmed several details about the firearms the game's weapons are based on among the many questions he has answered.&lt;br /&gt;
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(*) indicates that the weapon was added in DLC.&lt;br /&gt;
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__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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=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;
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==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 Guns Manufacturers&amp;quot; according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. It weighs 1.5 pounds, lower than the 2.2 of the real thing. It's the most common gun in the game, standard issue to most factions like the NCR and given to the player by Doc Mitchell at the start of the game, unless the player rolled their stats into another skill beyond 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 and accuracy that benefits from its high capacity (and thus DPS against lightly/unarmored opponents) and how common 9mm ammo is, but still leads to it getting replaced quickly for better sidearms.&lt;br /&gt;
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A unique version called &amp;quot;Maria&amp;quot;, based on the factory-engraved &amp;quot;Renaissance&amp;quot; model with grips painted with Our Lady of Guadalupe, is carried by Benny (voiced by Matthew Perry), which he uses to execute the Courier 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; challenge 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;
[[File:Browning HP West German Police.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FalloutNewVegasHi-Power.jpg|400px|thumb|none|The in-game model for the 9mm Pistol.]]&lt;br /&gt;
[[File: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;
[[File: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;
[[File:FalloutNV_2010-10-25_12-15-28-79.jpg|600px|thumb|none|The Courier aims his Hi-Power at the horizon.]]&lt;br /&gt;
[[File: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;
[[File:Fnvbhp-1.jpg|thumb|none|600px|The Courier pulls the slide on a jammed Hi-Power.]]&lt;br /&gt;
[[File:FalloutNVhipowerposter.jpg|600px|thumb|none|While wandering Camp McCarren, the Courier finds a NCR poster warning soldiers about sexually transmitted diseases that features an image of a Hi-Power, which appears to be a render of its in-game model. This poster is derived from [https://rarehistoricalphotos.com/wp-content/uploads/2022/03/american-propaganda-posters-world-war-two-46.webp a US World War II poster] proclaiming &amp;quot;VD is not Victory&amp;quot;, which featured an original [[M1911]] instead.]]&lt;br /&gt;
[[File:FONV Saint Mary's Pistol.jpg|thumb|none|400px|In-game model for the unique &amp;quot;Maria&amp;quot; variant.]]&lt;br /&gt;
[[File: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;
[[File: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;
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==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. The base gun appears to have a 5&amp;quot; barrel, but can be modified with a 7.5&amp;quot; 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%. It weighs 2 pounds, which is appropriate for its initial barrel length, but is not affected by the barrel length upgrade. A Single Action Army also appears on the boxart and title screen, with slight differences due to these images being illustrations instead of using the game's 3D model.&lt;br /&gt;
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The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers and is one of the first revolvers and magnum caliber guns the player will get. Decent damage and accuracy tempered by middling returns on power and a slow reload as you'd expect from a gate loader.&lt;br /&gt;
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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|400px|The in-game model of the normal &amp;quot;.357 Magnum Revolver&amp;quot;.]]&lt;br /&gt;
[[Image:FNV357 all mods.jpg|thumb|none|400px|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. Note 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|400px|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;
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==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, and Old Ben in Freeside. 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. It weighs 3.5 pounds, rounded down from its real counterpart. Incorrectly, the Model 29 uses the Pip-Boy icon for the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', which does not appear in ''New Vegas''.&lt;br /&gt;
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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 is carried by the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake, and can be acquired from him during the quest &amp;quot;Talent Pool&amp;quot;. The Mysterious Magnum has a faster fire rate, better accuracy, increased critical hit damage but a lower durability stat, but is still a very powerful and frankly stylish high level sidearm. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger. The Mysterious Magnum appears to have a blocked barrel (due to the bore on the default .44 Magnum being a texture) which can be seen when reloading it.&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:Fallout_New_Vegas44_magnum_revolver.jpg|thumb|none|400px|In-game model of the .44 Magnum Revolver.]]&lt;br /&gt;
[[Image:FNV 44 all mods.jpg|thumb|none|400px|The .44 fitted with a scope and &amp;quot;heavy frame&amp;quot;.]]&lt;br /&gt;
[[Image:MysteriousMagnum.jpg|thumb|none|400px|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;
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==&amp;quot;12.7mm Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;12.7mm Pistol&amp;quot; is a fictitious pistol chambered for the also fictitious 12.7mm round (the in-universe equivalent to .50 AE or .50 Beowulf). 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 a 50% ultra-chunky [[Hämmerli 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 standalone gun even closer to the ''Blade Runner'' weapon exists too. Its only modification is a suppressor. The pistol's grip also has a loose similarity to that of the Finnish [[Jatimatic]] submachine gun. 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 a high Strength and Guns skill to properly 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 when armor's a problem.&lt;br /&gt;
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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;
[[Image:H280.jpg|thumb|350px|none|Hammerli 280 - .22 LR]]&lt;br /&gt;
[[File:BladeRunner1982Blaster01.jpg|thumb|350px|none|The LAPD 2019 Blaster from ''Blade Runner''.]]&lt;br /&gt;
[[File:JatimaticSMALL.JPG|thumb|450px|none|Jatimatic - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Fallout_1997_14mm_pistol.jpg|thumb|none|350px|The &amp;quot;14mm Pistol&amp;quot; from ''Fallout''.]]&lt;br /&gt;
[[Image:FalloutNewVegas_12mm_Pistol.jpg|thumb|none|400px|The in-game model of the 12.7mm Pistol. Note the small discoloured patch above the trigger; this is apparently the ejection port, although the layout of the pistol makes it unclear how that's exactly supposed to work.]]&lt;br /&gt;
[[Image:FNV12.7mm Silencer.jpg|thumb|none|400px|The 12.7mm Pistol fitted with a silencer. The gun is still quite loud even with it, but enemies treat it as being fully silent.]]&lt;br /&gt;
[[Image:Lil' Devil.jpg|thumb|none|400px|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. Aside from the whole 'no magwell' thing, of course.]]&lt;br /&gt;
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==&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 a very common weapon, 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. It can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a reliable sidearm for the mid point of the game, with higher damage and DPS than the standard 9mm offerings alongside decent mods to keep it in the power band long enough to be useful.&lt;br /&gt;
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The pre-order bonus &amp;quot;Classic Pack&amp;quot;, also included in the ''Courier's Stash'' DLC, adds the &amp;quot;Weathered 10mm Pistol&amp;quot;; aside from the different skin, it features slightly higher damage and durability at the cost of not being a holdout weapon.&lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol.jpg|thumb|none|400px|In-game model for the N99 10mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol2.jpg|thumb|none|400px|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.]]&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 old magazine is also never removed at any point during the animation. 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|400px|The unique Weathered 10mm Pistol; note the less reflective look and overall cleaner-looking texture compared to the base version.]]&lt;br /&gt;
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==LAPD 2019 'Blaster'==&lt;br /&gt;
The [[(Blade Runner) - LAPD 2019 Blaster|LAPD 2019 Blaster]] from ''[[Blade Runner]]'' makes a return to the ''Fallout'' series. Called &amp;quot;That Gun&amp;quot; in-game, in reference to &amp;quot;That Gun from ''[[Fallout]]'' and ''[[Fallout 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 potent side-grade pistol for mid to high level players. Sure it's not fast firing, but 5.56 AP is very common and very effective for pesky Legionnaires. &lt;br /&gt;
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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) to 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|400px|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|400px|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;
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==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;
[[File:Ruger 2245 target.jpg|thumb|none|350px|Ruger 22/45 Target - .22 LR]]&lt;br /&gt;
[[Image:FalloutNewVegasSilenced22Pistol.jpg|thumb|none|400px|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. The markings on the weapon read &amp;quot;Silenced .22 Pistol&amp;quot; and &amp;quot;Use Only .22 Long Rifle Ammo&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNV22pistol-3.jpg|thumb|none|600px|The Courier aims his Ruger 22/45 at an old wall.]]&lt;br /&gt;
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==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;, and deviates from the real revolver in that it chambers .357 Magnum in-game. The Courier will cock the hammer after every shot, but the first round fired from the pistol will be in double-action. The inclusion of this revolver is a reference to ''[[The Treasure of the Sierra Madre]]'', which was a major influence for the DLC alongside the Japanese suspense film ''[[Battle Royale]]''. &lt;br /&gt;
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The weapon is extremely useful in ''Dead Money'' due to its very high critical hit ratio, mostly for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The New Service can be found in surprising numbers around the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes. It weighs 3 pounds, which is significantly higher than its real weight of 2.3.&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;
[[File:Fnvnewservice-1.jpg|thumb|none|600px|The Courier holds a New Service after finding out that there was much more than he bargained for in that abandoned bunker.]]&lt;br /&gt;
[[File:Fnvnewservice-2.jpg|thumb|none|600px|Aiming the revolver; it has no rear sight. Additionally, the actual point of impact is not the top of the front sight, but the bottom of it.]]&lt;br /&gt;
[[File:Fnvnewservice-3.jpg|thumb|none|600px|Discharging a round...]]&lt;br /&gt;
[[File:Fnvnewservice-4.jpg|thumb|none|600px|...and cocking the hammer; the hammer will stay cocked until the revolver is switched out for another weapon, upon which the gun will be decocked when it is pulled out again.]]&lt;br /&gt;
[[File:Fnvnewservice-5.jpg|thumb|none|600px|Opening the cylinder; this animation is reused from the Smith &amp;amp; Wesson M29, and as such has the cases fall out on their own and the Courier not use the cylinder release. It is also incorrectly depicted as reloadable with the hammer cocked.]]&lt;br /&gt;
[[File:Fnvnewservice-6.jpg|thumb|none|600px|Slamming in a speedloader, now with the rounds using the correct textures; the rounds still stay in the speedloader after it has been loaded, however. Despite the in-game gun chambering .357 Magnum, its cylinder and the speedloader used to reload it both contain the same .44 Magnum cartridges used for the Model 29. This is because the New Service's model reuses parts from the S&amp;amp;W M29 such as its cylinder and frame.]]&lt;br /&gt;
[[File:Fnvnewservice-7.jpg|thumb|none|600px|Flicking the New Service shut.]]&lt;br /&gt;
[[File:Fnvnewservice-8.jpg|thumb|none|600px|All that cylinder flicking comes back to bite the Courier in the rear when it jams in the Tampico; the procedure is the same as on the Model 29.]]&lt;br /&gt;
[[File:Fnvnewservice-9.jpg|thumb|none|600px|The Courier shows off his Police Pistol while decked out in Sierra Madre Security armour.]]&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 tap into your early .45-70 reserves, with high raw damage and a scope to let you select and delete heads with ease. &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, with a higher damage, rate of fire and even crit chance than the normal Hunting Revolver and with no scope to stop you from whipping this thing out.&lt;br /&gt;
[[File:BFR 45-70 1.jpg|350px|thumb|none|Magnum Research BFR - .45-70 Gov't]]&lt;br /&gt;
[[File:20101124025745!HuntingRevolver.jpg|400px|thumb|none|The standard Hunting Revolver. The position of its trigger implies that this is a single action revolver, however, it fires in double action in-game.]]&lt;br /&gt;
[[File:Hunting revolver 1 2.jpg|400px|thumb|none|The ''GRA'' version of 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 muzzle flash, considering the cartridge it chambers.]]&lt;br /&gt;
[[File:RangerSequoia.jpg|thumb|none|400px|The &amp;quot;Ranger Sequoia&amp;quot;. Compared to the standard BFR, this variant has an octagonal barrel.]]&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 the upgraded 3-dot sights are permanent on the default weapon in the final game. The M1911 used by Follows-Chalk still has the original iron sights, but it is normally unobtainable. It correctly holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
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. It weighs 1.5 pounds, quite light for a 1911 variant (for reference, an original M1911 weighs about 2.3). Follows-Chalk mentions that Joshua tells him the M1911A1's cartridge “Won the West”; this seems to be a misplaced reference to the .45 Long Colt.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Fallout New Vegas M1911A1 Original Iron-sights.jpg|400px|thumb|none|The original, otherwise unused iron sights, which can only be seen on Follows-Chalk's pistol.]]&lt;br /&gt;
[[File:FalloutNV1911.jpg|thumb|none|600px|The Courier holds his M1911A1 at some distant buildings.]]&lt;br /&gt;
[[File:FalloutNV1911-2.jpg|thumb|none|600px|The Courier reloads his M1911A1. The animations are reused from the 9mm pistol.]]&lt;br /&gt;
[[File:FalloutNV1911-3.jpg|thumb|none|600px|The Courier gives us a close up of his M1911A1.]]&lt;br /&gt;
[[File:ColtXSE.jpg|thumb|none|350px|Colt XSE 1911 - .45 ACP]]&lt;br /&gt;
[[File:FalloutNewVegas 1911.jpg|400px|thumb|none|Fully upgraded in-game model for the M1911A1 with the HD slide and suppressor.]]&lt;br /&gt;
[[File: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 ''Honest Hearts'' 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 (&amp;quot;καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει&amp;quot; on the right side and &amp;quot;και η σκοτια αυτο ου κατελαβεν&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Despite the decreased ammo capacity, A Light Shining in Darkness is in every other way superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage. Really the only negative is the guttersnipe sights and the lack of a suppressor, but that didn't stop Joshua using it.&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|The in-game model for A Light Shining in Darkness. The slide appears to be closer in length to the [[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 ''Lonesome Road'' DLC adds a visually-altered Italian WWII-era 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. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot; as a consequence, it is oddly classed as an energy weapon in-game. 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;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Brescia Model 00 flare pistol.jpg|thumb|350px|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;
[[File:Fnvbrescia-1.jpg|thumb|none|600px|The Courier holds a Brescia while on top of a wrecked highway.]]&lt;br /&gt;
[[File:Fnvbrescia-2.jpg|thumb|none|600px|Aiming; the Flare Gun is one of the few projectile weapons that do not have true iron sights, instead just being centred ''[[Doom (VG)|Doom]]''-style with the crosshair as the actual point of aim.]]&lt;br /&gt;
[[File:Fnvbrescia-3.jpg|thumb|none|600px|Firing a flare at one of the support beams; this proves to be rather ineffective, as concrete beams cannot catch fire nor can they be scared away.]]&lt;br /&gt;
[[File:Fnvbrescia-4.jpg|thumb|none|600px|Opening the launcher and dumping out the spent flare...]]&lt;br /&gt;
[[File:Fnvbrescia-5.jpg|thumb|none|600px|...and loading in a fresh one. Note the somewhat strange way the Courier holds the flare; this is because all of its animations are reused from the [[Smith &amp;amp; Wesson Model 2 Double Action]] from ''Fallout 3'', and as such were designed with a speedloader in mind.]]&lt;br /&gt;
[[File:Fnvbrescia-6.jpg|thumb|none|600px|Flicking the Model 00 shut.]]&lt;br /&gt;
[[File:Fnvbrescia-7.jpg|thumb|none|600px|The Flare Gun jams; this has the Courier simply open and close the breech again.]]&lt;br /&gt;
[[File:Fnvbrescia-8.jpg|thumb|none|600px|The Courier aims the Flare Gun in third-person.]]&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|350px|Stainless Ruger GP100 - .357 Magnum]]&lt;br /&gt;
[[File:FNV Guns And Bullets.jpg|thumb|none|400px|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 [[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|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Fnvshansi-1.jpg|thumb|none|600px|The Courier looks at a Shansi imprisoned in Mick's stash, never to be used. Above it is one of the two &amp;quot;Infiltrators&amp;quot;, another ''Fallout 3'' weapon.]]&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]]'', and is again essentially a [[Browning M2HB]] receiver reversed and put into a package similar to the defunct [[Heckler &amp;amp; Koch SMG]] prorotype, along with a pistol grip and trigger guard reminiscent 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:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:HK SMG II.jpg|thumb|none|450px|Heckler &amp;amp; Koch SMG II - 9x19mm]]&lt;br /&gt;
[[File:FalloutNewVegas10mm_SMG.jpg|thumb|none|500px|The in-game model for the 10mm SMG. Note the two selector switches pointing opposite directions above the pistol grip, a setup presumably based on the aforementioned Thompson; assuming that these markings are HK-style pictograms, the rear one (which would be rather awkward to operate) has one &amp;quot;safe&amp;quot; position and two &amp;quot;fire&amp;quot; ones (with the top one selected), while the front seemingly has 3-round burst, 4-round burst (selected), and a six-notch setting that presumably represents full-auto. While it could be argued that the rear selector offers safe, semi-auto, and a position that can be either burst or full-auto depending on the front switch's setting (akin to the dual-switch setup on the [[FAMAS F1]]), this idea is somewhat undermined by the two &amp;quot;fire&amp;quot; markings being completely identical.]]&lt;br /&gt;
[[File:10mm SMG with extended mag and recoil comp.jpg|thumb|none|500px|The 10mm SMG fitted with an extended magazine and a recoil compensator. It's not entirely clear how the latter attachment is actually attached, given that the weapon's muzzle (shown above, and seemingly based on the M2's buffer tube given its placement) is a smooth, tapered tube with no threads or notches; given its placement, it appears to be just ''barely'' attached at all, overlapping almost none of the barrel.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG.jpg|thumb|none|600px|The Courier holds his 10mm SMG.]]&lt;br /&gt;
[[File:FalloutNV10mmSMG-2.jpg|thumb|none|600px|He then reloads it, wondering why it has what seems to be an unusable underfolding stock (which could never be unfolded with the magazine in place). After swapping mags, the Courier then &amp;quot;pulls&amp;quot; the weapon's charging handle; the handle doesn't actually move, presumably because it's placed all the way at the end of its slot - since the receiver was modeled off of a Browning M2 with the bolt forward, its reversal puts the bolt all the way back, with no space for it to be pulled further.]]&lt;br /&gt;
[[File: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;
[[File:FalloutNewVegasSleepytyme.jpg|thumb|none|500px|The in-game model for the unique suppressed 10mm SMG &amp;quot;Sleepytyme&amp;quot;.]]&lt;br /&gt;
[[File: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 has a heavily shortened barrel and 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 due to low damage and the thin 30 rounder mags.&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 fictitious 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. Vance's 9mm SMG comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like a majority of 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. Increased damage, hit probability and the weird in-between rate of fire so you can spray wildly and actually hit what you're aiming at, a perfect way to spend your 9mm stocks late game.&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. Should you find enough nails in either The Divide or the Mojave, keep them for this. Sure it's not as powerful as either of its original versions, but the double damage to limbs makes this an entertaining way to stop an annoying enemy from shooting you.&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 9mm SMG.]]&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|500px|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. In-game, it uses 180-round magazines which can be replaced with a larger pan magazine that holds 240 rounds, both of which are not available for the gun's real life counterpart. The American 180 can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. &lt;br /&gt;
&lt;br /&gt;
Both it and the stocks of .22 necessary to keep it running aren't particularly common, but combo the two and you have a delightfully silly gun for any combat encounter where any enemy can be dropped in a endless swarm of .22 caliber bees.&lt;br /&gt;
[[Image:American-180.jpg|thumb|450px|none|American-180 - .22 LR]]&lt;br /&gt;
[[Image:Silenced22SMG.jpg|500px|thumb|none|The .22 Submachine Gun in all its glory.]]&lt;br /&gt;
[[Image:830px-Silenced22SMG%20(1).png.png|500px|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, which lacks a front sight.]]&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 Submachine 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. &lt;br /&gt;
&lt;br /&gt;
The RCW is a fairly common energy weapon, used by Fiends, Brotherhood of Steel scribes, and members of the Bright Brotherhood found scattered across the waste or at REPCONN. Using the somewhat uncommon ECP packs and allowing for a recycler to maximize its charge, the RCW is a proto-Minigun and a good high ROF weapon for an early to mid game Energy Weapons build that lets you ditch a Recharger Rifle and have something to panic spray middling damage at.&lt;br /&gt;
&lt;br /&gt;
Though not usable, normal M1928s appear on the cover for the &amp;quot;Milsurp Review&amp;quot; skill magazine, which temporarily raises the player's Guns skill by 10.&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW.jpg|thumb|none|500px|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 are rather more M1A1-like.]]&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;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum - .45 ACP]]&lt;br /&gt;
[[File:Fnvm1928-1.jpg|thumb|none|500px|The &amp;quot;Milsurp Review&amp;quot; skill magazine, featuring several M1928s; the one on the far right appears to be an M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson*===&lt;br /&gt;
The [[M1A1 Thompson]] appears as the &amp;quot;.45 Auto Submachine Gun&amp;quot;, introduced in the ''Honest Hearts'' 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. &lt;br /&gt;
&lt;br /&gt;
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, but tempered by rather poor accuracy. The weapon incorrectly fires in a closed bolt manner due to it reusing animations for other autoloading firearms.  &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. Its stock more closely resembles that from the M1928 Thompson rather than the M1/M1A1's]]&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 in third-person. Note the closed bolt.]]&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 ''Honest Hearts'', and both high-level marked men and Ulysses in ''Lonesome Road''; 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 Runners' 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 - 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|500px|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 [[Colt Model 733]] appears as the &amp;quot;Assault Carbine&amp;quot;. It is chambered for the fictional 5mm round (also used by the Minigun) and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default (although the magazine itself is modelled after a 20-round one), but can be upgraded with a 30-round magazine. It, along with the other AR-15 derivatives below, lacks a charging handle on the rear of the carry handle, 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. &lt;br /&gt;
&lt;br /&gt;
The Assault Carbine is a good armor breaker, allowing an easily aimed usage of 5mm ammo than the Minigun tempered by its still ridiculously fast fire rate. 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, a &amp;quot;light bolt&amp;quot; which increases rate of fire, and an extended magazine which raises its capacity to 30 rounds.&lt;br /&gt;
[[Image:Colt Model 733.jpg|thumb|none|450px|Colt Model 733 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegas_assault_carbine.jpg|thumb|none|500px|In-game model of the Assault Carbine.]]&lt;br /&gt;
[[File:Fnv733-1.jpg|thumb|none|500px|The ''GRA'' variant with all of its mods; the &amp;quot;light bolt&amp;quot; does not change the weapon's appearance.]]&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 (which opens in the complete opposite direction) is supposed to close with it in place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[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 Marksman Carbine is a somewhat uncommon weapon, with a few being located in Vault 34 and is purchasable from the Vendortron and Knight Torres in the Hidden Valley Bunker; it will, however, be frequently used by Legion assassins at high levels. It only holds 20 rounds, even though it is modelled with a 30-round magazine. The Marksman Carbine is a powerful carbine with some of the spicier 5.56 variants like HP or AP, capped mostly by how middling the damage is for 5.56 in-game.&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 (although it tends to glitch and not show properly). 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 ''Gun Runner's Arsenal'' 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 with M68 Aimpoint sight, Surefire M900 weaponlight foregrip, and M468 SIR style handguard - 5.56x45mm NATO]]&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;.]]&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;. Note that the insignia is missing here; the image that is shown in its place is the weapon's texture sheet.]]&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. While rarely seen due to the weapon's high durability and low jam rate even at poor condition, 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. &lt;br /&gt;
&lt;br /&gt;
It's a terrifically average rifle that allows a phase-out of the Varmint Rifle as the player's generic long ranged 5.56 caliber rifle with better stats overall beyond a middling accuracy and lack of a suppressor option but making up for it with semi automatic firepower. Strangely, the Service Rifle can ''not'' normally be cannibalized for parts to repair the Assault Carbine or Marksman Carbine, even though in reality the three would share nearly all parts.&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 ''Honest Hearts'' DLC. It was the weapon of a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky handguard somewhat reminiscent of the M16 LSW/LMG along with a shortened barrel similar to that of the Colt Model 605, but has numerous makeshift repairs along the body work and a damaged front sight. The English and French words &amp;quot;STOP!&amp;quot; and &amp;quot;ARRÊT!&amp;quot; are scrawled onto the stock of the weapon, a marking on the receiver reads &amp;quot;PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL&amp;quot;, and another marking 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 (although in a roundabout way compensates for the game's slightly bugged iron sights system).&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.]]&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 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. &lt;br /&gt;
&lt;br /&gt;
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 properly. Because the Hecate II uses pre-existing animations shared with other bolt-action rifles, the Courier will hold the gun as if it had a rifle grip rather than by the PGM's pistol grip. According to project director Joshua Sawyer, the PGM Hecate II was modeled in the game for the .50 caliber rifle role because he thought [[Barrett]] rifles in other games were too repetitive. &lt;br /&gt;
[[Image:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
[[Image:FalloutNewVegasAnti-materiel_rifle.jpg|thumb|none|500px|In-game model for the Anti-Materiel Rifle.]]&lt;br /&gt;
[[Image:Fnvgra-amrifleallupgrades.jpg|thumb|none|500px|The ''GRA'' variant with all modifications.]]&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;
&lt;br /&gt;
==&amp;quot;Varmint Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Varmint Rifle&amp;quot; is a fictitious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22 LR rounds which were fed from a long, curved magazine, but this proved unpopular during play testing and was changed to 5.56mm rounds feeding from a small box magazine; some NPCs using the rifle still carry .22 LR 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. Should you manage to find this cave in the Level 9-12 range, you've picked up a delightful sidegrade rifle with an increased fire rate, damage and scope zoom to the fully modded Varmint Rifle and a very effective way to silently take down enemies at range until you get the suppressed Sniper Rifle.&lt;br /&gt;
[[Image:FalloutNewVegasVarmintrifle.jpg|thumb|500px|none|In-game model for the standard Varmint Rifle. Note that though the hole in the stock is inletted similar to a thumbhole, its placement would make using it as one somewhat uncomfortable due to a very thin grip. The grip itself also is at a rather steep angle, though this is likely to line it up better with animations shared with other guns.]]&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 the rounds in the magazine with glitched textures. It also has a large shadow on the top of the receiver; presumably it had a scope permanently affixed to it at some point.]]&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|500px|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;. Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand.&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. The Battle Rifle serves as a semi-automatic .308 rifle to not so much replace the Hunting Rifle but give you more options. Decently accurate bar its high spread at range with a quick reload and decent damage, it's a good mid-game rifle. And This Machine keeps that going into the late game with more damage and crit chance to make use of that delightful .308 AP.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:FalloutNewVegasBattle_rifle.jpg|500px|thumb|none|The in-game model for the Battle Rifle.]]&lt;br /&gt;
[[File:Fnvgarand-1.jpg|thumb|none|500px|This unique Machine. The marking is only present on the left side of the gun, hence the inconsistency with the other images.]]&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, and 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 subbing out the Varmint Rifle, doing more damage and using a more versatile cartridge than the Varmint tempered by how mediocre .357 gets against armor. &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 octagonal 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. Faster reload than the normal Repeater, faster fire rate and DPS combo'd with a scope, this thing was built to pop lightly armored Fiends. &lt;br /&gt;
[[Image:1886wcf.jpg|thumb|450px|none|Winchester 1886 - .45-70 Gov't]]&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, with more damage and critical hit power and the ability to mount a scope as a mod. Don't knock it till you try it.&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 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 (excluding Lily Bowen's Assault Carbine, though the suppressor on that rifle is unobtainable by the player). The Hunting Rifle is one of the perfect mid to high 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. &lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;Paciencia&amp;quot; (Spanish for Patience) unique variant, which can be bought from Cliff Briscoe in Novac. 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 deals extra critical damage and has high 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. According to lead designer Josh Sawyer, this rifle was called &amp;quot;Paciencia&amp;quot; because its user &amp;quot;better make them (the three shots per magazine) count&amp;quot;. &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 cartridges 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;
==Marlin Model 1895==  &lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;Brush Gun&amp;quot;, firing .45-70 Gov't rounds out of a six-round tube magazine. Although it is said by Josh Sawyer, the game's lead designer, that it &amp;quot;is not based on one gun specifically, but guns like the [[Winchester Model 1886]] and Marlin Guide Gun&amp;quot;, the Winchester influence only comes with the &amp;quot;forged receiver&amp;quot;, the Brush Gun's only modification, which gives it 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, with high power and decent accuracy with a plethora of flavors of custom ammo to sink the skill points you need to make this thing effectively into. Do not doubt how utterly busted the HP .45-70 is out of this thing.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' 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 Medicine Stick is better in every way than the Brush Gun, albeit not as overwhelmingly as the other GRA weapons. That being said it's still a high powered and accurate boomstick with more accuracy and an easier to read sight picture. &lt;br /&gt;
[[Image:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70 Gov't]]&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 works 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, thankful that it only has one rear sight.]]&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 &amp;quot;Gauss Rifle&amp;quot; returns from ''Fallout 3'''s ''Operation: Anchorage'' DLC, now sporting a buttplate on the stock. 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 only used when the rifle &amp;quot;jams&amp;quot; by rotating it back into place). 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 outclassing even the Hecate II 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 only 4 MFCs per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier. Make of that what you will.&lt;br /&gt;
[[image:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]]&lt;br /&gt;
[[File:FNV Gauss Rifle.jpg|thumb|none|500px|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 YCS 186.jpg|thumb|none|500px|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 the (decorative) grid-like scope reticle for compensating drop and lead, similar to vehicle-based gunsights; the only actual marks present are for drop, presumably in mils.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
An early-pattern [[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 &amp;quot;Infiltrator&amp;quot; (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) from the ''Fallout 3'' DLC ''The Pitt'' 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|An Infiltrator locked away in Mick &amp;amp; Ralph's, with a Tri-beam Laser Rifle and 10mm Pistol above and below it. Just creeping into the shot at the left is the Railway Rifle, yet another ''Fallout 3'' weapon; this was a fictional improvised weapon that fired railroad spikes as ammunition, and was capable of pinning dismembered limbs to walls.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chinese Assault Rifle&amp;quot;==&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 a rifle; while highly indistinct, given how the rifle appears to have an AK-style magazine and an [[RPD]]-like handguard, and that this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to represent the &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.&lt;br /&gt;
&lt;br /&gt;
The rifle itself also appears in the game in a non-usable form. During the quest &amp;quot;How Little We Know&amp;quot; the Courier may be tasked with destroying a weapons stockpile using thermite; amid the rubble is the front sight and muzzle of a Chinese Assault Rifle. The rifle's magazines also appear as the pickup model for 5.56mm rounds.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:AS_Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Fallout3AK.jpg|thumb|none|500px|The &amp;quot;Chinese Assault Rifle&amp;quot; from ''Fallout 3''.]]&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;
[[File:Fnvzhar-1.jpg|thumb|none|600px|The Courier comes across two Type 93 magazines whilst wandering Vault 11.]]&lt;br /&gt;
[[File:Fnvzhar-2.jpg|thumb|none|600px|The remains of a Chinese Assault Rifle, destroyed by thermite; if the view is clipped into this pile of rubble via cheats the entire model of the rifle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sniper Rifle&amp;quot;==&lt;br /&gt;
The fictitious &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' (based on the also fictitious &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout]]'' and ''[[Fallout 2]]'') returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. 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. 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.&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. 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). 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.&lt;br /&gt;
&lt;br /&gt;
The ''Old World Blues'' 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 other 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;
[[File:FNV Sniper Rifle.jpg|thumb|none|500px|The in-game model of the Sniper Rifle. The bipod is sadly never used, though concept art for ''Fallout 3'' indicates that it is also intended to function as a grip.]]&lt;br /&gt;
[[File:FNV Sniper Rifle Modded.jpg|thumb|none|500px|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|500px|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|500px|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;
==&amp;quot;Light Machine Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;Light Machine Gun&amp;quot; consists of the receiver and stock of an [[M249]], and the handguard and barrel assembly from an [[M60]]. It also has some other non-standard features including a shortened stock (presumably to prevent clipping into character models when shouldered), a wooden carry handle, pistol grip and handguard, a differently designed front sight post, 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. The weapon's sights are a somewhat bizarre reversed notch setup. 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. Unlike the real M249, the LMG appears to fire from a closed bolt and its charging handle reciprocates when fired. 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 ''Gun Runners' Arsenal'' DLC adds the fictitious, 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 and being compatible with repairing the former when its condition has deteriorated enough, 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. How viable that exactly ''is'' will be up to you.&lt;br /&gt;
[[Image:M249Minimi1stPattern.jpg|thumb|none|450px|FN M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegasLMGRend.jpg|500px|thumb|none|The in-game model of the Light Machine Gun.]]&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|450px|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 [[M1918A2 Browning Automatic Rifle]] was added in ''Dead Money'', 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. This weapon is chambered in .308 ammunition and as such is the only fully automatic weapon in the game that utilizes this ammo. 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. &lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, it is the least accurate automatic weapon in the game, even worse than the SMGs. This problem is compounded by its small capacity magazines, low fire rate (even when upgraded), high weight at 16lbs (even beating out the LMG which is a pound lighter), and poor durability. Its only redeeming quality is its damage - the highest of any automatic weapon.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Coltmonitor.jpg|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[Image:FONV BAR.jpg|thumb|none|500px|The in-game model of the Automatic Rifle, complete with carrying handle. The charging handle on the in-game weapon has been moved to the location of the ejection port on a real BAR (so that it can reuse animations from the Sniper Rifle), and the ejection port itself has been accordingly lowered. Also of note is the smaller magazine due to the rifle's in-game chambering of .308 Winchester and not the longer .30-06.]]&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 (oversized) ejected casings seem to imply that the cartridges have a belt, which .308 Winchester 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. The most accurate shotgun tip is not a joke, the Dinner Bell is a VERY accurate shotgun that makes very effective use of almost any custom ammo you can stuff in it. Slugs, CS, Magnum shells, you name it and this gun will pattern that blast directly into whatever you need dead.&lt;br /&gt;
[[Image:870wngmstr16-prod.jpg|thumb|none|450px|Remington 870 Wingmaster - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasHuntingShotgun.jpg|thumb|500px|none|The standard Hunting Shotgun. Note the slightly wider trigger guard.]]&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 870 uniquely uses a yellow-coloured shell instead of the red ones all the other 12 gauge weapons use, although it still ejects red-coloured shells when fired.]]&lt;br /&gt;
[[Image:FalloutNVHuntShotgun-3.jpg|thumb|none|600px|The Courier aims his Hunting Shotgun at some evil looking bricks. Due to animations for the Hunting Rifle being reused for the Model 870, the player's left hand will grip the section of magazine tube before the forend, with pumping animations involving the left hand moving ahead to grip and cycle said forend and back to holding onto the tube.]]&lt;br /&gt;
[[Image:FONV DinnerBell.jpg|thumb|500px|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 over/under double-barrel shotgun called the &amp;quot;Caravan Shotgun&amp;quot; appears in game. 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 with moderately less accuracy at a cost of still being capped by the 20 gauge chambering.&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered the 'Caravan Pack' version of ''New Vegas'' (or purchased the ''Courier's Stash'' 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|450px|Otto Seelig O/U - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasCaravanShotgun.jpg|thumb|none|500px|The in-game model for the Caravan Shotgun. Note the single trigger and unevenly sawed short barrels. The screw fixed onto the breech release lever serves as a makeshift iron sight for the 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;
[[File:Fnvcaravan-1.jpg|thumb|none|500px|The model for the Sturdy Caravan Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riot Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Riot Shotgun&amp;quot; is a fictitious semi-automatic shotgun (bearing some very loose similarites to the [[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto]]) 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. &lt;br /&gt;
&lt;br /&gt;
The Riot Shotgun is far and away the fastest-firing shotguns in the game allowing you to send shells as fast as you think you need to. It's also one of the heaviest in the game, with a middling spread and damage alongside eating up a lot of 12 gauge ammo if you're not careful. That being said, great candidate to pair with the Shotgun Knockback perk.&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|450px|Hawk Semi-Auto - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasRiotShotgun.jpg|thumb|none|500px|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]] 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. &lt;br /&gt;
&lt;br /&gt;
It is generally the best 20 gauge shotgun, being given a proper magazine and a fast rate of fire to capitalize on sending as much 20 gauge as fast as possible. That being said the middling returns on damage you get with 20 gauge and the overall bad ability to 20 gauge to kill anything you're aiming at once armor is involved makes this less ideal long-term.&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|500px|The Lever-Action Shotgun in the game. Its receiver has a more straighter shape, likely to fit with in-game animations. Note the metal plate on the grip, similar to the one on the ''[[Terminator 2]]'' gun; however, unlike the ''T2'' gun, it is modelled as part of the grip and not the lever.]]&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 and the highest per-shot damage of any 20-gauge shotgun in the game 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.&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. Additionally, if a trap was disarmed after it has been triggered, it will still yield one full shell, instead of a case (which is also an item in the game).&lt;br /&gt;
[[Image:NewEnglandpardner.jpg|thumb|none|450px|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|500px|thumb|none|A Single Shotgun set up as a trap. Note the presence of what appears to be an electric motor powered by a microfusion cell (an energy weapon ammo type) set up to spool up a wire to pull the trigger, begging the question why the tripwire activates this motor rather than pulling the trigger itself. 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 [[Sawn-off double barreled shotgun|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 different pistol grip) 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, Omerta &amp;quot;button men&amp;quot;, 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 thirty 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|500px|The in-game Sawed-off model. Note that it has a proper pistol grip, compared to the image above.]]&lt;br /&gt;
[[File:Fnvsawnoff-1.jpg|thumb|none|600px|The Courier stands in the lobby of the REPCONN Test Site with a Sawed-Off Shotgun at hand, on the lookout for any ghouls.]]&lt;br /&gt;
[[File:Fnvsawnoff-2.jpg|thumb|none|600px|Checking the sights reveals that there aren't any.]]&lt;br /&gt;
[[File:Fnvsawnoff-3.jpg|thumb|none|600px|After shooting two 12 gauge shells at absolutely nothing, the Courier dumps out the old shells...]]&lt;br /&gt;
[[File:Fnvsawnoff-4.jpg|thumb|none|600px|...mashes in some new ones...]]&lt;br /&gt;
[[File:Fnvsawnoff-5.jpg|thumb|none|600px|...and flicks the shotgun shut.]]&lt;br /&gt;
[[File:FNV Big Boomer.jpg|thumb|none|500px|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 can be upgraded with a &amp;quot;long barrel&amp;quot; to increase grenade velocity and range. It is baby's first explosive weapon, with middling damage and a fast rate of fire but inferior to later grenade launchers. Don't knock it though, it's got a key fun trick. Knocking over enemies.&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 ''Courier's Stash'' DLC, they acquire the &amp;quot;Mercenary's 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|500px|The first unique M79 variant, &amp;quot;Thump-Thump&amp;quot;, with a beaver holding an [[M1 Garand]] on the stock...]]&lt;br /&gt;
[[File:Fnvm79-1.jpg|thumb|none|500px|...the second one, the Mercenary's Grenade Rifle...]]&lt;br /&gt;
[[File:FNV Red Victory.jpg|thumb|none|500px|...the third 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|500px|...and the fourth 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, presumably so that it can reuse animations from the Remington 870. Most Boomers carry it, along with one of the caravan guards at the start of the ''Honest Hearts'' DLC, and it can also be found in a few locations or purchased from several traders.&lt;br /&gt;
&lt;br /&gt;
Consistent with ''New Vegas'''s design philosophy of making less powerful weapons still valuable after the player has found an &amp;quot;upgrade&amp;quot;, while it initially 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. Additionally unlike the Grenade Rifle, the Launcher has no extended barrel upgrade to increase its range, which limits its potential for long range bombardment without extensive practice in learning its projectile arc.&lt;br /&gt;
&lt;br /&gt;
A modified version named the &amp;quot;Holorifle&amp;quot; appears in the ''Dead Money'' 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: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 fictitious large fully-automatic 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 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 late game explosive weapon in comparison to the Rocket Launcher or Fatman, a high damage but relatively controllable death machine capped by the rarity of 25mm ammo in the wastes.&lt;br /&gt;
&lt;br /&gt;
The unique variant, &amp;quot;Mercy&amp;quot;, can be found in Dead Wind Cavern. Apparently a relic from before the nukes fell, it has &amp;quot;Hei Gui Bye Bye&amp;quot; spraypainted on its 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. It also rocks a rechambering to 40mm, drastically improving its damage and power at a cost of reduced ammo capacity and making it harder to keep this stocked up when playing on Hardcore due to how heavy 40mm ammo is.&lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:GrenadeMachinegun.jpg|thumb|none|500px|The in-game model of the &amp;quot;Grenade Machinegun&amp;quot;.]]&lt;br /&gt;
[[File:FNV Mercy.jpg|thumb|none|500px|The unique &amp;quot;Mercy&amp;quot; variant.]]&lt;br /&gt;
[[File: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 serves as storage for the 25mm drums.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;25mm Grenade APW&amp;quot;*==&lt;br /&gt;
The ''Gun Runners' Arsenal'' DLC adds the &amp;quot;25mm Grenade APW&amp;quot; (Anti-Personnel Weapon), a fictitious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the [[Remington 1100]]. Being a ''GRA'' weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, Alexander at the 188 Trading Post, among others.&lt;br /&gt;
&lt;br /&gt;
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. 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 8-round extended magazine (called an &amp;quot;expanded drum&amp;quot;, despite not actually being a drum magazine).&lt;br /&gt;
[[File: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|500px|The in-game model of the 25mm Grenade APW.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW Modded.jpg|thumb|none|500px|A fully-modified APW. The &amp;quot;Upgraded Internals&amp;quot; mod doesn't change the weapon's appearance.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLauncher-2.jpg|thumb|none|600px|The Courier holds his Grenade APW after &amp;quot;accidentally&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 APW; note the lack of a front sight.]]&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 &amp;amp; Explosives=&lt;br /&gt;
==M84 Stun Grenade*==&lt;br /&gt;
The ''Lonesome Road'' 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|400px|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|600px|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'' are heavily based on the Danish [[M23 Haanbombe]]. 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;
[[File:DanishGrande.jpg|thumb|none|200px|M23 Haanbombe]]&lt;br /&gt;
[[File:FNV Frag Grenade.jpg|thumb|none|400px|The in-game grenade model. The sharp bend in the spoon is more typical of Soviet grenades like the [[F-1 hand grenade]].]]&lt;br /&gt;
[[File:FNV Grenade Bouquet.jpg|thumb|none|400px|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. Perhaps the Explosives skill requirement to disarm a rather rudimentary trap gives the Courier the resources to fashion new pins.]]&lt;br /&gt;
[[File:FNV Holy Frag Grenade.jpg|thumb|none|400px|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|400px|The in-game model for the incendiary grenade.]]&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|500px|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;
==TM-46 Anti-Tank Mine==&lt;br /&gt;
The &amp;quot;Frag Mine&amp;quot;, a recoloured and shrunken [[TM-46 anti-tank mine]], returns from the previous game. It functions more or less the same as it did in ''Fallout 3'', producing a small explosion after beeping for a few seconds when a target gets close enough, the duration and proximity for detection depending on the Courier's Explosives skill. Mines planted as traps can be found in a variety of locations, sometimes hidden under corpses or other objects.&lt;br /&gt;
&lt;br /&gt;
In ''Dead Money'', another variant of the TM-46 appears; it is known as the &amp;quot;Demolition Charge&amp;quot;, and must be bought from Sierra Madre vending machines for 75 chips each after the appropriate holotape is found. Compared to the more common Frag Mine, Demo Charges feature a negligibly higher amount of damage and no Explosives skill requirement, but are also three times as heavy, weighing 1.5 pounds instead of 0.5. It also has a different skin, sporting a yellower body with diagonal black stripes along the sides and a partially-obscured radiation symbol on top (though the charge does not afflict any radiation damage).&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:NV_frag_mine.jpg|thumb|none|500px|The Frag Mine model. The handle is not used, and appears to be a relic of its anti-tank basis.]]&lt;br /&gt;
[[File:Fnvtm46-1.jpg|thumb|none|500px|The model for the &amp;quot;Demolition Charge&amp;quot;. One would think that a proximity-detonated demolition charge would be a bad idea.]]&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 [[80 cm Kanone (E)|''Schwerer Gustav'' 80cm railway gun]] and 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|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:FNV AA Gun.jpg|thumb|none|500px|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|500px|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 fictitious &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. The Flamer has one modification - &amp;quot;Expanded Tanks&amp;quot;, which double its ammunition capacity. Low damage, high rate of ''fire'' and usually defeating armor, if you can take the brunt of getting shot while using it, it's a messy but fun main arm for Energy Weapon builds.&lt;br /&gt;
&lt;br /&gt;
The ''Gun Runners' Arsenal'' 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|450px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:M2A1-7 Flamethrower.jpg|thumb|none|450px|M2A1-7 Flamethrower]]&lt;br /&gt;
[[File:FNV Flamer.jpg|thumb|none|500px|The in-game model of the &amp;quot;Flamer&amp;quot;.]]&lt;br /&gt;
[[File:FNV Flamer Modded.jpg|thumb|none|500px|A Flamer fitted with the &amp;quot;Expanded Tanks&amp;quot; modification.]]&lt;br /&gt;
[[File:FNV Cleansing Flame.jpg|thumb|none|500px|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;
==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|500px|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 instead of the real gun's 650, and its accuracy is somewhat poor. 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 ''Old World Blues''. Amusingly enough, despite being an airgun firing BBs, it it still considered a firearm 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 part 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 secretly boasts 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 and higher than any weapon in the game except for the Brush Gun, Medicine Stick, Anti-Materiel Rifle, Paciencia and Gobi Campaign Scout Rifle.); 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 (which is located directly in front of Fields' Shack).&lt;br /&gt;
[[File:199852 lg.jpg|thumb|none|450px|Daisy Red Ryder]]&lt;br /&gt;
[[File:FNV BB Gun.jpg|thumb|none|500px|The in-game model of the BB Gun.]]&lt;br /&gt;
[[File:Fnvredryder-1.jpg|thumb|none|600px|The Courier prepares to do some indoor plinking with a Red Ryder. Unlike the Lone Wanderer, the Courier's left hand does not fully grasp around the barrel; this is to allow for...]]&lt;br /&gt;
[[File:Fnvredryder-2.jpg|thumb|none|600px|...proper usage of the sights.]]&lt;br /&gt;
[[File:Fnvredryder-3.jpg|thumb|none|600px|It also now uses the same cycling animation as the game's other lever-action weapons.]]&lt;br /&gt;
[[File:Fnvredryder-4.jpg|thumb|none|600px|Reloading begins with the Courier opening the loading gate; as in ''Fallout 3'', it is incorrectly located on the underside of the barrel instead of the left side.]]&lt;br /&gt;
[[File:Fnvredryder-5.jpg|thumb|none|600px|It is then loaded up with BBs...]]&lt;br /&gt;
[[File:Fnvredryder-6.jpg|thumb|none|600px|...and finished off with a rack of the lever.]]&lt;br /&gt;
[[File:Fnvredryder-7.jpg|thumb|none|600px|The jam animation gives a better view of the action being worked.]]&lt;br /&gt;
[[File:Fnvredryder-8.jpg|thumb|none|600px|The BB Gun being aimed in third-person.]]&lt;br /&gt;
[[File:FNV LE BB Gun.jpg|thumb|none|500px|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;
{{Fallout Series}}&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1555040</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1555040"/>
		<updated>2023-02-09T21:49:45Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &amp;quot;primary warm&amp;quot; is what my monkey brain says after a range day&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMGs go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models as listed below.&lt;br /&gt;
&lt;br /&gt;
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMGs, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940s tube guns.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
&lt;br /&gt;
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
&lt;br /&gt;
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. &lt;br /&gt;
&lt;br /&gt;
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
&lt;br /&gt;
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This occupies a similar slot to the other bullet hose SMGs, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90s irons.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90s anime and TV.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. &lt;br /&gt;
&lt;br /&gt;
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, it's cursed with Russian Weapon Pack disorder of  having little mods to its name beyond the basics.&lt;br /&gt;
&lt;br /&gt;
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. &lt;br /&gt;
&lt;br /&gt;
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. &lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
&lt;br /&gt;
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. &lt;br /&gt;
&lt;br /&gt;
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. &lt;br /&gt;
&lt;br /&gt;
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.&lt;br /&gt;
&lt;br /&gt;
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
&lt;br /&gt;
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
&lt;br /&gt;
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. &lt;br /&gt;
&lt;br /&gt;
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in. &lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.&lt;br /&gt;
&lt;br /&gt;
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). &lt;br /&gt;
&lt;br /&gt;
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
&lt;br /&gt;
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. as the &amp;quot;KETCHNOV Byk-1&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones. &lt;br /&gt;
&lt;br /&gt;
This is the gun you make your friend use after he grenades a group of cops and fragged a few civvies. The electro grenades of the Byk allow you to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speed-pull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-059 (**)==&lt;br /&gt;
The TKB-059, better known by its &amp;quot;Pribor 3B&amp;quot; (&amp;quot;device 3B&amp;quot;) prototype name, was added to the game in the &amp;quot;McShay Weapon Pack 3&amp;quot; as &amp;quot;Rodion 3B&amp;quot; in what might be the first depiction of the weapon in popular media. This triple barreled bullpup rifle has a burst fire function similar to the earlier &amp;quot;Hailstorm&amp;quot;, which penetrates shields but not walls and heavy armor.&lt;br /&gt;
[[Image:Pd2 tkb (3).jpg|thumb|none|600px|Preview of the TKB-059, titled to show off the three barrels and the offset front grip. About time we get to spend some of those AK grips we've been hoarding from Gage's mod packages. This DLC also brings three new AK grips for all compatible weapons; the more the merrier.]]&lt;br /&gt;
[[Image:Pd2 tkb (7).jpg|thumb|none|600px|Intentional or not, the offset grip, three barrels, and fighting hordes of &amp;lt;s&amp;gt;pigs&amp;lt;/s&amp;gt; cops unlock [[Duke_Nukem_3D#.22Chaingun_Cannon.22|certain memories]].]]&lt;br /&gt;
[[Image:Pd2 tkb (4).jpg|thumb|none|600px|Aiming aggressively at some hapless civvies.]]&lt;br /&gt;
[[Image:Pd2 tkb (5).jpg|thumb|none|600px|Unlike everything else in this game, deploying this weapon plays a bolt pull animation. After you interact with objects, place C4, use a blowtorch, use melee weapons, throw grenades. Every time.]]&lt;br /&gt;
[[Image:Pd2 tkb (6).jpg|thumb|none|600px|Reloading the Rodion from empty gets you up close and personal with it.]]&lt;br /&gt;
[[Image:Pd2 tkb (10).jpg|thumb|none|600px|The animation ends with a bolt pull but with the heister's dominant hand this time.]]&lt;br /&gt;
[[Image:Pd2 tkb (8).jpg|thumb|none|600px|The tactical reload is less in-your-face but otherwise similar to the empty.]]&lt;br /&gt;
[[Image:Pd2 tkb (9).jpg|thumb|none|600px|Taking a moment to gander at one of German Korobov's ingenious constructions.]]&lt;br /&gt;
[[Image:Pd2 tkb (2).jpg|thumb|none|600px|Disregarding the very obscure weapon's operation principles, it gets a couple of mods that wrap around the gun, despite a large portion of it (including the magazine) reciprocating with the barrels. Pretty jarring considering the otherwise well done modeling.]]&lt;br /&gt;
[[Image:Pd2 tkb (1).jpg|thumb|none|600px|It's apocalyptic exclusive set turns it up to eleven, locking the action in place with a shovel grip stock.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. &lt;br /&gt;
&lt;br /&gt;
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. &lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. &lt;br /&gt;
&lt;br /&gt;
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. &lt;br /&gt;
&lt;br /&gt;
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
&lt;br /&gt;
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. &lt;br /&gt;
&lt;br /&gt;
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. &lt;br /&gt;
&lt;br /&gt;
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
&lt;br /&gt;
The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.&lt;br /&gt;
&lt;br /&gt;
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say &amp;quot;wait, what?&amp;quot;. &lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. &lt;br /&gt;
&lt;br /&gt;
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E.&lt;br /&gt;
&lt;br /&gt;
While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. &lt;br /&gt;
&lt;br /&gt;
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones. &lt;br /&gt;
&lt;br /&gt;
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. &lt;br /&gt;
&lt;br /&gt;
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. &lt;br /&gt;
&lt;br /&gt;
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named the &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say &amp;quot;Am I willing to saw down a 100 year old shotgun for better stats?&amp;quot;&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.&lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. &lt;br /&gt;
&lt;br /&gt;
For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold.&lt;br /&gt;
&lt;br /&gt;
The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. &lt;br /&gt;
&lt;br /&gt;
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. &lt;br /&gt;
&lt;br /&gt;
Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name. &lt;br /&gt;
&lt;br /&gt;
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do. &lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot; as &amp;quot;SG Versteckt 51D&amp;quot;. This is the first machine gun to use sights.&lt;br /&gt;
&lt;br /&gt;
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG catagory, good concealability which you probably don't care for as an LMG and no bipods. Have fun!&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR(**)==&lt;br /&gt;
A fully-automatic [[Ohio Ordnance HCAR]] was added to the game as part of the &amp;quot;McShay Weapon Pack 3&amp;quot;, dubbed &amp;quot;Akron HC&amp;quot;. Following the HK51-B, it is the second weapon classified in-game as a light machine gun that allows proper aiming with a plethora of optical attachments.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
[[File:Pd2 hcar (1).jpg|thumb|600px|none|Preview of the HCAR. It is properly depicted as closed-bolt (unlike the M1918 BAR it is based upon).]]&lt;br /&gt;
[[File:Pd2 hcar (2).jpg|thumb|600px|none|Akron's exclusive set turns the HCAR into what was usually reserved for legendary-grade skins. The drum magazine has a long &amp;quot;neck&amp;quot; to facilitate the use of the same reload animations for all magazine models.]]&lt;br /&gt;
[[File:Pd2 hcar (3).jpg|thumb|600px|none|Clover and her slightly modified Akron HC.]]&lt;br /&gt;
[[File:Pd2 hcar (4).jpg|thumb|600px|none|Aiming down the stock iron sights.]]&lt;br /&gt;
[[File:Pd2 hcar (5).jpg|thumb|600px|none|Inspecting the HCAR's 30-round magazine that holds 40 in-game while Dragan shows off his take on modernizing the ol' Browning.]]&lt;br /&gt;
[[File:Pd2 hcar (6).jpg|thumb|600px|none|Inspecting the right side shows the closed bolt.]]&lt;br /&gt;
[[File:Pd2 hcar (7).jpg|thumb|600px|none|The empty reloading sequence shows that the bolt hold open is not depicted, which might be correct for the drum magazines.]]&lt;br /&gt;
[[File:Pd2 hcar (9).jpg|thumb|600px|none|It begins with a tacticool flick of the magazine...]]&lt;br /&gt;
[[File:Pd2 hcar (10).jpg|thumb|600px|none|...and ends with a pull of the charging handle which returns forward with the bolt closing.]]&lt;br /&gt;
[[File:Pd2 hcar (8).jpg|thumb|600px|none|The non-empty reload is much less dramatic.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. &lt;br /&gt;
&lt;br /&gt;
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. &lt;br /&gt;
&lt;br /&gt;
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. &lt;br /&gt;
&lt;br /&gt;
With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. &lt;br /&gt;
&lt;br /&gt;
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
&lt;br /&gt;
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. &lt;br /&gt;
&lt;br /&gt;
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. &lt;br /&gt;
&lt;br /&gt;
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
&lt;br /&gt;
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
&lt;br /&gt;
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in. &lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
&lt;br /&gt;
The Rifle of the North Star (yo wa shock) operates in a similar veign to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Center G2 Contender (**)==&lt;br /&gt;
The [[Thompson Center G2 Contender]] was added to the game in &amp;quot;McShay Weapon Pack 3&amp;quot; DLC under the name of &amp;quot;Aran G2&amp;quot; as the third secondary slot sniper rifle.&lt;br /&gt;
[[File:ThompsonCenterG2Contender.jpg|thumb|none|400px|Thompson Center G2 Contender 14&amp;quot; Target Pistol - .223 Remington]]&lt;br /&gt;
[[File:Pd2 contender (1).jpg|thumb|none|600px|Preview of the Contender.]]&lt;br /&gt;
[[File:Pd2 contender (2).jpg|thumb|none|600px|It can be modified with a longer or shorter barrel, a longer handguard, and a Choate G2 stock adapter. The stock itself is currently unique to this weapon, despite sharing the pool of AR stocks otherwise.]]&lt;br /&gt;
[[File:Pd2 contender (3).jpg|thumb|none|600px|Holding the &amp;quot;Aran G2&amp;quot; in the rain.]]&lt;br /&gt;
[[File:Pd2 contender (4).jpg|thumb|none|600px|Inspecting it is done with one hand.]]&lt;br /&gt;
[[File:Pd2 contender (5).jpg|thumb|none|600px|Ditto, right side. The NorthTac 1-4x28 combo scope comes with this DLC and is available on all sniper rifles.]]&lt;br /&gt;
[[File:Pd2 contender (6).jpg|thumb|none|600px|Aiming down the backup reflex sight while a fellow heister shows off his modified G2.]]&lt;br /&gt;
[[File:Pd2 contender (8).jpg|thumb|none|600px|Reloading begins with ejecting a spent casing. An unfired cartridge is used in this animation, however.]]&lt;br /&gt;
[[File:Pd2 contender (9).jpg|thumb|none|600px|In what seems to be yet another animation blending error in a PD2 DLC weapon, the cartridge flies into the heister's hand...]]&lt;br /&gt;
[[File:Pd2 contender (10).jpg|thumb|none|600px|...before it's time to be put back into the chamber. This animation error could've been avoided if they didn't use the same cartridge for the whole sequence.]]&lt;br /&gt;
[[File:Pd2 contender (7).jpg|thumb|none|600px|Finishing the reload by thumbing the hammer. It is quick, but due to the single-shot nature of the weapon and the lack of automatic reloading by default, you will be seeing this a lot.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. &lt;br /&gt;
&lt;br /&gt;
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.&lt;br /&gt;
&lt;br /&gt;
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. &lt;br /&gt;
&lt;br /&gt;
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). &lt;br /&gt;
&lt;br /&gt;
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.&lt;br /&gt;
&lt;br /&gt;
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). &lt;br /&gt;
&lt;br /&gt;
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. &lt;br /&gt;
&lt;br /&gt;
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
&lt;br /&gt;
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.&lt;br /&gt;
&lt;br /&gt;
It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. Mildly more ammo, mildly less damage, all the same blinding bee firepower.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551962</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551962"/>
		<updated>2023-02-01T03:55:50Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: I am so goddamn rusty and it's obvious innit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMGs go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models as listed below.&lt;br /&gt;
&lt;br /&gt;
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMGs, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940s tube guns.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
&lt;br /&gt;
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
&lt;br /&gt;
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. &lt;br /&gt;
&lt;br /&gt;
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
&lt;br /&gt;
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This occupies a similar slot to the other bullet hose SMGs, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90s irons.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90s anime and TV.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. &lt;br /&gt;
&lt;br /&gt;
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, it's cursed with Russian Weapon Pack disorder of  having little mods to its name beyond the basics.&lt;br /&gt;
&lt;br /&gt;
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. &lt;br /&gt;
&lt;br /&gt;
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. &lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
&lt;br /&gt;
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. &lt;br /&gt;
&lt;br /&gt;
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. &lt;br /&gt;
&lt;br /&gt;
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.&lt;br /&gt;
&lt;br /&gt;
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
&lt;br /&gt;
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
&lt;br /&gt;
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. &lt;br /&gt;
&lt;br /&gt;
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in. &lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.&lt;br /&gt;
&lt;br /&gt;
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). &lt;br /&gt;
&lt;br /&gt;
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
&lt;br /&gt;
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones. &lt;br /&gt;
&lt;br /&gt;
This is the gun you make your friend use after he grenaded a group of cops and fragged a few civvies. The electro grenades of the Byk allow yo to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speedpull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
t's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. &lt;br /&gt;
&lt;br /&gt;
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. &lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. &lt;br /&gt;
&lt;br /&gt;
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. &lt;br /&gt;
&lt;br /&gt;
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
&lt;br /&gt;
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. &lt;br /&gt;
&lt;br /&gt;
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. &lt;br /&gt;
&lt;br /&gt;
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
&lt;br /&gt;
The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.&lt;br /&gt;
&lt;br /&gt;
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say &amp;quot;wait, what?&amp;quot;. &lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. &lt;br /&gt;
&lt;br /&gt;
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E.&lt;br /&gt;
&lt;br /&gt;
While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. &lt;br /&gt;
&lt;br /&gt;
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones. &lt;br /&gt;
&lt;br /&gt;
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. &lt;br /&gt;
&lt;br /&gt;
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. &lt;br /&gt;
&lt;br /&gt;
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named the &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say &amp;quot;Am I willing to saw down a 100 year old shotgun for better stats?&amp;quot;&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.&lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary warm while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. &lt;br /&gt;
&lt;br /&gt;
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. &lt;br /&gt;
&lt;br /&gt;
Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name. &lt;br /&gt;
&lt;br /&gt;
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do. &lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
&lt;br /&gt;
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG catagory, good concealability which you probably don't care for as an LMG and no bipods. Have fun!&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. &lt;br /&gt;
&lt;br /&gt;
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. &lt;br /&gt;
&lt;br /&gt;
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. &lt;br /&gt;
&lt;br /&gt;
With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. &lt;br /&gt;
&lt;br /&gt;
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
&lt;br /&gt;
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. &lt;br /&gt;
&lt;br /&gt;
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. &lt;br /&gt;
&lt;br /&gt;
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
&lt;br /&gt;
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
&lt;br /&gt;
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in. &lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
&lt;br /&gt;
The Rifle of the North Star (yo wa shock) operates in a similar veign to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. &lt;br /&gt;
&lt;br /&gt;
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.&lt;br /&gt;
&lt;br /&gt;
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. &lt;br /&gt;
&lt;br /&gt;
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). &lt;br /&gt;
&lt;br /&gt;
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.&lt;br /&gt;
&lt;br /&gt;
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). &lt;br /&gt;
&lt;br /&gt;
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. &lt;br /&gt;
&lt;br /&gt;
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
&lt;br /&gt;
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.&lt;br /&gt;
&lt;br /&gt;
It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. &lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551959</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551959"/>
		<updated>2023-02-01T03:20:27Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: goodness me im rusty at this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models as listed below.&lt;br /&gt;
&lt;br /&gt;
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMG's, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940's tube guns.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
&lt;br /&gt;
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
&lt;br /&gt;
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. &lt;br /&gt;
&lt;br /&gt;
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
&lt;br /&gt;
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This occupies a similar slot to the other bullet hose SMG's, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90's irons.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90's anime and TV.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. &lt;br /&gt;
&lt;br /&gt;
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, it's cursed with Russian Weapon Pack disorder of  having little mods to its name beyond the basics.&lt;br /&gt;
&lt;br /&gt;
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. &lt;br /&gt;
&lt;br /&gt;
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. &lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
&lt;br /&gt;
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. &lt;br /&gt;
&lt;br /&gt;
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. &lt;br /&gt;
&lt;br /&gt;
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.&lt;br /&gt;
&lt;br /&gt;
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
&lt;br /&gt;
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
&lt;br /&gt;
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. &lt;br /&gt;
&lt;br /&gt;
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in. &lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.&lt;br /&gt;
&lt;br /&gt;
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). &lt;br /&gt;
&lt;br /&gt;
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
&lt;br /&gt;
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones. &lt;br /&gt;
&lt;br /&gt;
This is the gun you make your friend use after he grenaded a group of cops and fragged a few civvies. The electro grenades of the Byk allow yo to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speedpull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
t's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. &lt;br /&gt;
&lt;br /&gt;
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. &lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. &lt;br /&gt;
&lt;br /&gt;
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. &lt;br /&gt;
&lt;br /&gt;
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
&lt;br /&gt;
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. &lt;br /&gt;
&lt;br /&gt;
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. &lt;br /&gt;
&lt;br /&gt;
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
&lt;br /&gt;
The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.&lt;br /&gt;
&lt;br /&gt;
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say &amp;quot;wait, what?&amp;quot;. &lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. &lt;br /&gt;
&lt;br /&gt;
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E.&lt;br /&gt;
&lt;br /&gt;
While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. &lt;br /&gt;
&lt;br /&gt;
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones. &lt;br /&gt;
&lt;br /&gt;
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. &lt;br /&gt;
&lt;br /&gt;
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. &lt;br /&gt;
&lt;br /&gt;
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named the &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say &amp;quot;Am I willing to saw down a 100 year old shotgun for better stats?&amp;quot;&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.&lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary warm while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. &lt;br /&gt;
&lt;br /&gt;
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. &lt;br /&gt;
&lt;br /&gt;
Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name. &lt;br /&gt;
&lt;br /&gt;
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do. &lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
&lt;br /&gt;
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG catagory, good concealability which you probably don't care for as an LMG and no bipods. Have fun!&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. &lt;br /&gt;
&lt;br /&gt;
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. &lt;br /&gt;
&lt;br /&gt;
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. &lt;br /&gt;
&lt;br /&gt;
With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. &lt;br /&gt;
&lt;br /&gt;
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
&lt;br /&gt;
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. &lt;br /&gt;
&lt;br /&gt;
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. &lt;br /&gt;
&lt;br /&gt;
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
&lt;br /&gt;
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
&lt;br /&gt;
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in. &lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
&lt;br /&gt;
The Rifle of the North Star (yo wa shock) operates in a similar veign to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. &lt;br /&gt;
&lt;br /&gt;
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.&lt;br /&gt;
&lt;br /&gt;
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. &lt;br /&gt;
&lt;br /&gt;
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). &lt;br /&gt;
&lt;br /&gt;
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.&lt;br /&gt;
&lt;br /&gt;
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). &lt;br /&gt;
&lt;br /&gt;
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. &lt;br /&gt;
&lt;br /&gt;
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
&lt;br /&gt;
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.&lt;br /&gt;
&lt;br /&gt;
 It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. &lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551958</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551958"/>
		<updated>2023-02-01T03:16:56Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: i can spel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models as listed below.&lt;br /&gt;
&lt;br /&gt;
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMG's, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940's tube guns.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
&lt;br /&gt;
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
&lt;br /&gt;
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. &lt;br /&gt;
&lt;br /&gt;
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
&lt;br /&gt;
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This occupies a similar slot to the other bullet hose SMG's, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90's irons.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90's anime and TV.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. &lt;br /&gt;
&lt;br /&gt;
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, it's cursed with Russian Weapon Pack disorder of  having little mods to its name beyond the basics.&lt;br /&gt;
&lt;br /&gt;
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. &lt;br /&gt;
&lt;br /&gt;
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. &lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
&lt;br /&gt;
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. &lt;br /&gt;
&lt;br /&gt;
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. &lt;br /&gt;
&lt;br /&gt;
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.&lt;br /&gt;
&lt;br /&gt;
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
&lt;br /&gt;
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
&lt;br /&gt;
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. &lt;br /&gt;
&lt;br /&gt;
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in. &lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.&lt;br /&gt;
&lt;br /&gt;
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). &lt;br /&gt;
&lt;br /&gt;
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
&lt;br /&gt;
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones. &lt;br /&gt;
&lt;br /&gt;
This is the gun you make your friend use after he grenaded a group of cops and fragged a few civvies. The electro grenades of the Byk allow yo to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speedpull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
t's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. &lt;br /&gt;
&lt;br /&gt;
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. &lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. &lt;br /&gt;
&lt;br /&gt;
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. &lt;br /&gt;
&lt;br /&gt;
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
&lt;br /&gt;
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. &lt;br /&gt;
&lt;br /&gt;
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. &lt;br /&gt;
&lt;br /&gt;
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
&lt;br /&gt;
The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.&lt;br /&gt;
&lt;br /&gt;
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say &amp;quot;wait, what?&amp;quot;. &lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. &lt;br /&gt;
&lt;br /&gt;
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E.&lt;br /&gt;
&lt;br /&gt;
 While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. &lt;br /&gt;
&lt;br /&gt;
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones. &lt;br /&gt;
&lt;br /&gt;
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. &lt;br /&gt;
&lt;br /&gt;
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. &lt;br /&gt;
&lt;br /&gt;
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named the &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say &amp;quot;Am I willing to saw down a 100 year old shotgun for better stats?&amp;quot;&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.&lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary warm while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. &lt;br /&gt;
&lt;br /&gt;
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. &lt;br /&gt;
&lt;br /&gt;
Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name. &lt;br /&gt;
&lt;br /&gt;
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do. &lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
&lt;br /&gt;
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG catagory, good concealability which you probably don't care for as an LMG and no bipods. Have fun!&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. &lt;br /&gt;
&lt;br /&gt;
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. &lt;br /&gt;
&lt;br /&gt;
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. &lt;br /&gt;
&lt;br /&gt;
With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. &lt;br /&gt;
&lt;br /&gt;
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
&lt;br /&gt;
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. &lt;br /&gt;
&lt;br /&gt;
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. &lt;br /&gt;
&lt;br /&gt;
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
&lt;br /&gt;
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
&lt;br /&gt;
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in. &lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
&lt;br /&gt;
The Rifle of the North Star (yo wa shock) operates in a similar veign to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. &lt;br /&gt;
&lt;br /&gt;
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.&lt;br /&gt;
&lt;br /&gt;
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. &lt;br /&gt;
&lt;br /&gt;
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). &lt;br /&gt;
&lt;br /&gt;
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.&lt;br /&gt;
&lt;br /&gt;
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). &lt;br /&gt;
&lt;br /&gt;
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. &lt;br /&gt;
&lt;br /&gt;
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
&lt;br /&gt;
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.&lt;br /&gt;
&lt;br /&gt;
 It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. &lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551956</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551956"/>
		<updated>2023-02-01T03:12:26Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
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Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
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=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models as listed below.&lt;br /&gt;
&lt;br /&gt;
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMG's, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940's tube guns.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
&lt;br /&gt;
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
&lt;br /&gt;
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. &lt;br /&gt;
&lt;br /&gt;
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
&lt;br /&gt;
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This occupies a similar slot to the other bullet hose SMG's, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90's irons.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90's anime and TV.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. &lt;br /&gt;
&lt;br /&gt;
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, it's cursed with Russian Weapon Pack disorder of  having little mods to its name beyond the basics.&lt;br /&gt;
&lt;br /&gt;
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. &lt;br /&gt;
&lt;br /&gt;
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. &lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
&lt;br /&gt;
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. &lt;br /&gt;
&lt;br /&gt;
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. &lt;br /&gt;
&lt;br /&gt;
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.&lt;br /&gt;
&lt;br /&gt;
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
&lt;br /&gt;
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
&lt;br /&gt;
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. &lt;br /&gt;
&lt;br /&gt;
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in. &lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.&lt;br /&gt;
&lt;br /&gt;
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). &lt;br /&gt;
&lt;br /&gt;
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
&lt;br /&gt;
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones. &lt;br /&gt;
&lt;br /&gt;
This is the gun you make your friend use after he grenaded a group of cops and fragged a few civvies. The electro grenades of the Byk allow yo to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speedpull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
t's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. &lt;br /&gt;
&lt;br /&gt;
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. &lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. &lt;br /&gt;
&lt;br /&gt;
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. &lt;br /&gt;
&lt;br /&gt;
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
&lt;br /&gt;
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. &lt;br /&gt;
&lt;br /&gt;
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. &lt;br /&gt;
&lt;br /&gt;
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
&lt;br /&gt;
The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't idea.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.&lt;br /&gt;
&lt;br /&gt;
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say &amp;quot;wait, what?&amp;quot;. &lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. &lt;br /&gt;
&lt;br /&gt;
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E.&lt;br /&gt;
&lt;br /&gt;
 While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. &lt;br /&gt;
&lt;br /&gt;
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones. &lt;br /&gt;
&lt;br /&gt;
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. &lt;br /&gt;
&lt;br /&gt;
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. &lt;br /&gt;
&lt;br /&gt;
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named the &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say &amp;quot;Am I willing to saw down a 100 year old shotgun for better stats?&amp;quot;&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.&lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary warm while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. &lt;br /&gt;
&lt;br /&gt;
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. &lt;br /&gt;
&lt;br /&gt;
Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name. &lt;br /&gt;
&lt;br /&gt;
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do. &lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
&lt;br /&gt;
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG catagory, good concealability which you probably don't care for as an LMG and no bipods. Have fun!&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. &lt;br /&gt;
&lt;br /&gt;
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. &lt;br /&gt;
&lt;br /&gt;
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. &lt;br /&gt;
&lt;br /&gt;
With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. &lt;br /&gt;
&lt;br /&gt;
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. &lt;br /&gt;
&lt;br /&gt;
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. &lt;br /&gt;
&lt;br /&gt;
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. &lt;br /&gt;
&lt;br /&gt;
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
&lt;br /&gt;
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
&lt;br /&gt;
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in. &lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
&lt;br /&gt;
The Rifle of the North Star (yo wa shock) operates in a similar veign to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. &lt;br /&gt;
&lt;br /&gt;
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.&lt;br /&gt;
&lt;br /&gt;
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. &lt;br /&gt;
&lt;br /&gt;
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). &lt;br /&gt;
&lt;br /&gt;
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.&lt;br /&gt;
&lt;br /&gt;
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). &lt;br /&gt;
&lt;br /&gt;
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. &lt;br /&gt;
&lt;br /&gt;
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
&lt;br /&gt;
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.&lt;br /&gt;
&lt;br /&gt;
 It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. &lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551952</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551952"/>
		<updated>2023-01-31T23:11:39Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: That covers the assault rifles and carbines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models as listed below.&lt;br /&gt;
&lt;br /&gt;
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMG's, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940's tube guns.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. &lt;br /&gt;
&lt;br /&gt;
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. &lt;br /&gt;
&lt;br /&gt;
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. &lt;br /&gt;
&lt;br /&gt;
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. &lt;br /&gt;
&lt;br /&gt;
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This occupies a similar slot to the other bullet hose SMG's, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90's irons.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90's anime and TV.]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. &lt;br /&gt;
&lt;br /&gt;
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, it's cursed with Russian Weapon Pack disorder of  having little mods to its name beyond the basics.&lt;br /&gt;
&lt;br /&gt;
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. &lt;br /&gt;
&lt;br /&gt;
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. &lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
&lt;br /&gt;
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. &lt;br /&gt;
&lt;br /&gt;
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. &lt;br /&gt;
&lt;br /&gt;
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.&lt;br /&gt;
&lt;br /&gt;
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. &lt;br /&gt;
&lt;br /&gt;
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. &lt;br /&gt;
&lt;br /&gt;
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine.&lt;br /&gt;
&lt;br /&gt;
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. &lt;br /&gt;
&lt;br /&gt;
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in. &lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.&lt;br /&gt;
&lt;br /&gt;
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). &lt;br /&gt;
&lt;br /&gt;
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
&lt;br /&gt;
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones. &lt;br /&gt;
&lt;br /&gt;
This is the gun you make your friend use after he grenaded a group of cops and fragged a few civvies. The electro grenades of the Byk allow yo to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speedpull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
t's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. &lt;br /&gt;
&lt;br /&gt;
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. &lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. &lt;br /&gt;
&lt;br /&gt;
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. &lt;br /&gt;
&lt;br /&gt;
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
&lt;br /&gt;
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
[[File:KSG Tactical.jpg|thumb|none|450px|Kel-Tec KSG Tactical - 12 gauge]]&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;. &lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551764</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551764"/>
		<updated>2023-01-31T00:46:03Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: First pistols, then SMG's, then THE WORLD.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. &lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode. &lt;br /&gt;
&lt;br /&gt;
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. &lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC.&lt;br /&gt;
&lt;br /&gt;
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23.&lt;br /&gt;
&lt;br /&gt;
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
&lt;br /&gt;
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
&lt;br /&gt;
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
&lt;br /&gt;
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
&lt;br /&gt;
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed as you'd expect.&lt;br /&gt;
&lt;br /&gt;
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. &lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
&lt;br /&gt;
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. &lt;br /&gt;
&lt;br /&gt;
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.&lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
&lt;br /&gt;
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
&lt;br /&gt;
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|Preview of the two Swedish Ks.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
[[File:KSG Tactical.jpg|thumb|none|450px|Kel-Tec KSG Tactical - 12 gauge]]&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;. &lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551751</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1551751"/>
		<updated>2023-01-30T23:36:25Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: prelude of a slight rework, because im bored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's &amp;quot;Polymer Flashlight&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]]&lt;br /&gt;
[[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a &amp;quot;detailed&amp;quot; type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]]&lt;br /&gt;
[[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the &amp;quot;Khaki&amp;quot; option paints them dark gray, while the dark gray paint paints them more like khaki.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
[[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S(**)==&lt;br /&gt;
The [[Walther PPK/S]] pistol appears as the &amp;quot;Gruber Kurz&amp;quot;, perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler &amp;amp; Koch P7|P7M13]] in the final cut. The &amp;quot;Kurz&amp;quot; also seems to imply that the developers have made the immensely common mistake of taking the &amp;quot;K&amp;quot; in its name to stand for &amp;quot;Kurz&amp;quot;, as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for &amp;quot;Kriminal&amp;quot;, as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .380 PP's.&lt;br /&gt;
[[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x ppk (1).jpg|thumb|600px|none|Preview of the dual PPK/S's.]]&lt;br /&gt;
[[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]]&lt;br /&gt;
[[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's.]]&lt;br /&gt;
[[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]]&lt;br /&gt;
[[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]]&lt;br /&gt;
[[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied &amp;quot;Broomsticks&amp;quot;. Don't worry, they are reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;s.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]]&lt;br /&gt;
[[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]]&lt;br /&gt;
[[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]]&lt;br /&gt;
[[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]]&lt;br /&gt;
[[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]]&lt;br /&gt;
[[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]]&lt;br /&gt;
[[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]]&lt;br /&gt;
[[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of &amp;quot;aiming&amp;quot; them instead.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the &amp;quot;Crosskill Chunky Compact&amp;quot; model.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;Crosskill Chunky Compact&amp;quot;.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Pd2 m1911 1.jpg|thumb|none|600px|Preview of the &amp;quot;Crosskill Chunky Compact&amp;quot;. Note the Surefire MR07 rail adapter.]]&lt;br /&gt;
[[File:Pd2 m1911 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1911 3.jpg|thumb|none|600px|Houston preparing to make some easy money.]]&lt;br /&gt;
[[File:Pd2 m1911 4.jpg|thumb|none|600px|Having picked a door lock with some gunfire, he replaces an empty magazine with another empty magazine.]]&lt;br /&gt;
[[File:Pd2 m1911 5.jpg|thumb|none|600px|Thumbing the slide release using the same animation as the Jericho and Lebedev, making it stand out apart the other two &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what &amp;quot;Kastspjut&amp;quot; means in Swedish.]]&lt;br /&gt;
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]]&lt;br /&gt;
[[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two &amp;quot;Chunkies&amp;quot; on something completely normal for ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the &amp;quot;Crosskills&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(**)==&lt;br /&gt;
The [[Tokarev TT-33]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; with akimbo option as &amp;quot;Káng Arms Model 54&amp;quot;. Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]]&lt;br /&gt;
[[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the &amp;quot;CCCP&amp;quot; (&amp;quot;USSR&amp;quot;) letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]]&lt;br /&gt;
[[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]]&lt;br /&gt;
[[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]]&lt;br /&gt;
[[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]]&lt;br /&gt;
[[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]]&lt;br /&gt;
[[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9(**)==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Gecko M2&amp;quot;. It is integrally suppressed and has the shotgun push capability; finally a senselessly suppressed Judge is no longer the only stealth option that throws corpses over fences.&lt;br /&gt;
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]]&lt;br /&gt;
[[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]]&lt;br /&gt;
[[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS, and the RSh-12.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]]&lt;br /&gt;
[[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]]&lt;br /&gt;
[[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]]&lt;br /&gt;
[[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] &lt;br /&gt;
[[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] &lt;br /&gt;
[[File:Pd2 x judge (3).jpg|thumb|600px|none|&amp;lt;strike&amp;gt;Judging the Inspectors&amp;lt;/strike&amp;gt; Inspecting the Judges.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his &amp;quot;Castigos&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]]&lt;br /&gt;
[[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith &amp;amp; Wessons.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option as &amp;quot;Frenchman Model 87&amp;quot;. &lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&amp;amp;W Russian.]]&lt;br /&gt;
[[File:Pd2 model3 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 model3 3.jpg|thumb|none|600px|Duke holding the Russian Frenchman revolver gun thing.]]&lt;br /&gt;
[[File:Pd2 model3 4.jpg|thumb|none|600px|Inspecting the left side. The wooden grips have been replaced with ivory ones.]]&lt;br /&gt;
[[File:Pd2 model3 5.jpg|thumb|none|600px|Inspecting the right side and preparing to shoo away the squatting Bullzoder.]]&lt;br /&gt;
[[File:Pd2 model3 6.jpg|thumb|none|600px|Reloading shows the unfired rounds being ejected.]]&lt;br /&gt;
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]]&lt;br /&gt;
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]]&lt;br /&gt;
[[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a &amp;quot;mule bone&amp;quot; grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&amp;amp;w320.jpg|S&amp;amp;W Model 320 revolving rifle]]'s barrel.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]]&lt;br /&gt;
[[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]]&lt;br /&gt;
[[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the &amp;quot;Frenchmen&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12(**)==&lt;br /&gt;
The [[RSh-12]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;RUS-12 Angry Tiger&amp;quot;. Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]]&lt;br /&gt;
[[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the &amp;quot;assault revolver&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]]&lt;br /&gt;
[[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]]&lt;br /&gt;
[[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]]&lt;br /&gt;
&lt;br /&gt;
==Korth NXA==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Kahn .357&amp;quot; is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance.&lt;br /&gt;
[[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]]&lt;br /&gt;
[[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]]&lt;br /&gt;
[[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]]&lt;br /&gt;
[[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]]&lt;br /&gt;
[[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]]&lt;br /&gt;
[[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]]&lt;br /&gt;
[[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]]&lt;br /&gt;
[[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]]&lt;br /&gt;
[[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]]&lt;br /&gt;
[[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]]&lt;br /&gt;
[[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]]&lt;br /&gt;
[[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]]&lt;br /&gt;
[[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Marks&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]]&lt;br /&gt;
[[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;CMPs&amp;quot;, both of which are still equipped with the vertical grips.]]&lt;br /&gt;
[[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Kobuses&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]]&lt;br /&gt;
[[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]]&lt;br /&gt;
[[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;. This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the &amp;quot;Chicago Typewriter&amp;quot; available to heisters.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x m45 (1).jpg|thumb|600px|none|Preview of the two Swedish Ks.]]&lt;br /&gt;
[[File:Pd2 x m45 (2).jpg|thumb|600px|none|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]]&lt;br /&gt;
[[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two &amp;quot;SpecOps&amp;quot; SMGs eqipped with laser aiming modules.]]&lt;br /&gt;
[[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two &amp;quot;Cobras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]]&lt;br /&gt;
[[File:Pd2 x scorpion (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the guns. It still isn't clear how the &amp;quot;extended magazines&amp;quot; are supposed to work.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two &amp;quot;Blasters&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]]&lt;br /&gt;
[[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]]&lt;br /&gt;
[[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]]&lt;br /&gt;
[[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two &amp;quot;Patchetts&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x sterling (2).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]]&lt;br /&gt;
[[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;, for example the F2000 and the 3GL also have &amp;quot;receiver&amp;quot; modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]]&lt;br /&gt;
[[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]]&lt;br /&gt;
[[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]]&lt;br /&gt;
[[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two &amp;quot;Kross Vertexes&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]]&lt;br /&gt;
[[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Jackals&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]]&lt;br /&gt;
[[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two &amp;quot;Tatonkas&amp;quot;. Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]]&lt;br /&gt;
[[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]]&lt;br /&gt;
[[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named &amp;quot;Erma&amp;quot;, in defiance to the usual misnomer of &amp;quot;Schmeisser&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K (Gen 1) - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the  &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option as &amp;quot;AK Gen 21 Tactical&amp;quot;.&lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]]&lt;br /&gt;
[[File:Pd2 vityaz 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 vityaz 3.jpg|thumb|none|600px|Houston holding the Vityaz while Wolf has a suppressed Beretta contrasting with his vocal nature.]]&lt;br /&gt;
[[File:Pd2 vityaz 4.jpg|thumb|none|600px|Admiring the left side...]]&lt;br /&gt;
[[File:Pd2 vityaz 5.jpg|thumb|none|600px|...and the right side, noting the selector on full auto and mentally preparing for some completely normal heisting.]]&lt;br /&gt;
[[File:Pd2 vityaz 6.jpg|thumb|none|600px|High on Cloaker Cocaine, Houston reloads his Vityaz with a full magazine.]]&lt;br /&gt;
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]]&lt;br /&gt;
[[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two &amp;quot;AK Gen 21 Tactical&amp;quot; submachine guns.]]&lt;br /&gt;
[[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9(**)==&lt;br /&gt;
The [[Minebea M-9]] with its front grip removed was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; with akimbo option as &amp;quot;Miyaka 10 Special&amp;quot;.&lt;br /&gt;
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]]&lt;br /&gt;
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]]&lt;br /&gt;
[[File:Pd2 pm9 1.jpg|thumb|none|600px|Preview of the Minebea M-9.]]&lt;br /&gt;
[[File:Pd2 pm9 2.jpg|thumb|none|600px|Ditto, right side. Just like the Micro Uzi it shares animations with, it is incorrectly treated as a closed-bolt firearm.]]&lt;br /&gt;
[[File:Pd2 pm9 3.jpg|thumb|none|600px|Jiro holding the Minebea M-9 while Duke is arguably brandishing a somewhat out-of-character weapon.]]&lt;br /&gt;
[[File:Pd2 pm9 4.jpg|thumb|none|600px|Jiro admiring someone who speaks the same language as him.]]&lt;br /&gt;
[[File:Pd2 pm9 5.jpg|thumb|none|600px|And notes the bolt being closed, but does nothing about it.]]&lt;br /&gt;
[[File:Pd2 pm9 6.jpg|thumb|none|600px|Replacing an empty 25-round magazine with another empty 25-round magazine. Unfortunately, there is no option to swap it for the other Uzis' 32-rounders.]]&lt;br /&gt;
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]]&lt;br /&gt;
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]]&lt;br /&gt;
[[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding &amp;quot;Miyakas&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FDC-9(**)==&lt;br /&gt;
The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Wasp-DS&amp;quot;. Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced &amp;quot;Gun Nut&amp;quot; skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.&lt;br /&gt;
[[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the &amp;quot;Wasp-DS&amp;quot;. While called &amp;quot;fmg9&amp;quot; in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]]&lt;br /&gt;
[[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]]&lt;br /&gt;
[[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]]&lt;br /&gt;
[[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]]&lt;br /&gt;
[[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]]&lt;br /&gt;
[[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]]&lt;br /&gt;
[[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]]&lt;br /&gt;
[[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]]&lt;br /&gt;
[[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]]&lt;br /&gt;
[[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]]&lt;br /&gt;
[[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]]&lt;br /&gt;
[[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]]&lt;br /&gt;
[[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]]&lt;br /&gt;
[[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]]&lt;br /&gt;
[[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]]&lt;br /&gt;
[[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]]&lt;br /&gt;
[[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]]&lt;br /&gt;
[[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]]&lt;br /&gt;
[[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|500px|AK-12 prototype - 5.45x39mm, early 2012 model]]&lt;br /&gt;
[[File:Pd2 ak12 prototype.jpg|thumb|none|600px|The new Midland Ranch heist has the Payday gang steal (and even assemble some) brand new prototype rifles. While the rifles assembled are the black &amp;quot;AK17&amp;quot;s, the blueprint texture shows the early Zlobin prototype instead as noted by the stock design and the front sight among all the other things.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza(**)==&lt;br /&gt;
The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;. It introduces the &amp;quot;electric grenades&amp;quot; which it uses by default, but can be switched for the more generic explosive ones.&lt;br /&gt;
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]]&lt;br /&gt;
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]]&lt;br /&gt;
[[File:Pd2 groza 02.jpg|thumb|none|600px|Ditto, right side. &amp;quot;Byk-1&amp;quot; written on its side translates to &amp;quot;Bull-1&amp;quot;. Note the fire selector is set to semi-automatic.]]&lt;br /&gt;
[[File:Pd2 groza 03.jpg|thumb|none|600px|Houston holding the OTs-14-4A Groza while enjoying some... snow? Yeah, we'll go with snow.]]&lt;br /&gt;
[[File:Pd2 groza 04.jpg|thumb|none|600px|Aiming at some chains. The launcher sight is always flipped up, obscuring the already cluttered sight picture.]]&lt;br /&gt;
[[File:Pd2 groza 05.jpg|thumb|none|600px|Houston takes a good look at his Groza's left side...]]&lt;br /&gt;
[[File:Pd2 groza 06.jpg|thumb|none|600px|...and a bad look at its right side.]]&lt;br /&gt;
[[File:Pd2 groza 07.jpg|thumb|none|600px|The reloading procedure involves some ammunition modeled.]]&lt;br /&gt;
[[File:Pd2 groza 08.jpg|thumb|none|600px|An awkward bullpup AK gets an awkward bolt pull. Is this why the rifle is called &amp;quot;Bull&amp;quot;?]]&lt;br /&gt;
[[File:Pd2 groza 09.jpg|thumb|none|600px|Switching to the grenade launcher and back is correctly done by flicking a switch. Its model is completely static, however.]]&lt;br /&gt;
[[File:Pd2 groza 10.jpg|thumb|none|600px|By default, the launcher fires shock grenades that stun enemies not killed by the initial blast. This can lead to ironic seizure dance parties when Tasers are involved.]]&lt;br /&gt;
[[File:Pd2 groza 11.jpg|thumb|none|600px|Houston ''throws'' a fresh grenade into the launcher. &amp;quot;Groza&amp;quot; means &amp;quot;thunderstorm&amp;quot; in Russian; go figure why they gave it electric grenades.]]&lt;br /&gt;
[[File:Pd2 groza 12.jpg|thumb|none|600px|Groza's unique mods include a suppressed barrel that looks too small to be designed by the Soviets, and a speed mag that somehow fits ten extra rounds despite not being any larger than the stock one. It shares the grip options with other AK-pattern firearms.]]&lt;br /&gt;
[[File:Pd2 groza 13.jpg|thumb|none|600px|Speaking of suppressors, the stock barrel can mount all the muzzle devices, including the silencers that are too large for the grenade launcher to be usable.]]&lt;br /&gt;
&lt;br /&gt;
==ShAK-12 (**)==&lt;br /&gt;
The [[ShAK-12]] also known as ASh-12 was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 3&amp;quot; as &amp;quot;KS12 Urban&amp;quot;. &lt;br /&gt;
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]]&lt;br /&gt;
[[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]]&lt;br /&gt;
[[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]]&lt;br /&gt;
[[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the &amp;quot;assault assault rifle&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the &amp;quot;storming automatic rifle&amp;quot; to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733, meaning that the optic modification also changes the upper to a flattop.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old rifles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
===Mk. 12 Mod 0 SPR===&lt;br /&gt;
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes.&lt;br /&gt;
[[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the &amp;quot;Longbore&amp;quot; Exclusive Set and a toast charm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]]&lt;br /&gt;
[[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized &amp;quot;Paras&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:Payday2GangstaSpecial.jpg|thumb|600px|none|One can fix that issue with the &amp;quot;Gangsta Special&amp;quot; stock option, seemingly a nod to [[The Wire - Season 1|another screen used double barreled shotgun with full length barrels and a sawn-down stock]].]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
[[File:KSG Tactical.jpg|thumb|none|450px|Kel-Tec KSG Tactical - 12 gauge]]&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x rota (1).jpg|thumb|600px|none|The &amp;quot;Goliath&amp;quot; is one of the three secondary shotgun to have a primary akimbo version, the other two being the &amp;quot;Grimm&amp;quot; and the &amp;quot;Judge&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]]&lt;br /&gt;
[[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;, confusingly named &amp;quot;Reinfeld 88&amp;quot;. &lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
[[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]]&lt;br /&gt;
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]]&lt;br /&gt;
[[File:Pd2 m1897 4.jpg|thumb|none|600px|In keeping with the spectacular run of bad luck the Payday gang's been having, Houston reloads his shotgun in the face of a certain death.]]&lt;br /&gt;
[[File:Pd2 m1897 5.jpg|thumb|none|600px|Having somehow evaded the inevitable, he lovingly ogles his weapon.]]&lt;br /&gt;
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]]&lt;br /&gt;
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]]&lt;br /&gt;
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar &amp;quot;trench gun&amp;quot; look. The stock can be shortened as well.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 Compact Cruiser (**)==&lt;br /&gt;
The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; as &amp;quot;Mosconi 12G Tactical&amp;quot;. &lt;br /&gt;
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 &amp;quot;Compact Cruiser&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]]&lt;br /&gt;
[[File:Pd2 m590 1.jpg|thumb|none|600px|Preview of the Compact Cruiser.]]&lt;br /&gt;
[[File:Pd2 m590 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 m590 3.jpg|thumb|none|600px|Houston holding the Mossberg, preparing for another round of crazy.]]&lt;br /&gt;
[[File:Pd2 m590 4.jpg|thumb|none|600px|Getting the bead on an undead cop.]]&lt;br /&gt;
[[File:Pd2 m590 5.jpg|thumb|none|600px|Reloading. Being a pistol-gripped pump action shotgun, the Mossberg reuses the animations from the Remington 870.]]&lt;br /&gt;
[[File:Pd2 m590 6.jpg|thumb|none|600px|Houston bathing his shotgun in some colorful lighting.]]&lt;br /&gt;
[[File:Pd2 m590 7.jpg|thumb|none|600px|Admiring the right side.]]&lt;br /&gt;
[[File:Pd2 m590 8.jpg|thumb|none|600px|Mod preview. The grip can be replaced by the already familiar options, but the stock cannot, and no, these aren't even the same models from the original &amp;quot;CAR family&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-155 Ultima(**)==&lt;br /&gt;
The [[Baikal MP-155 Ultima]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 4&amp;quot; as &amp;quot;Argos III&amp;quot;.&lt;br /&gt;
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]]&lt;br /&gt;
[[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the &amp;quot;Argos III&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]]&lt;br /&gt;
[[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]]&lt;br /&gt;
[[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]]&lt;br /&gt;
[[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]]&lt;br /&gt;
[[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]]&lt;br /&gt;
[[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]]&lt;br /&gt;
[[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]]&lt;br /&gt;
[[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]]&lt;br /&gt;
[[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]]&lt;br /&gt;
[[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]]&lt;br /&gt;
[[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing SKO-12(**)==&lt;br /&gt;
The [[Standard Manufacturing SKO-12]] was added to the game in the &amp;quot;McShay Weapon Pack 2&amp;quot;, under the name &amp;quot;VD-12&amp;quot;. Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.&lt;br /&gt;
[[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]]&lt;br /&gt;
[[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]]&lt;br /&gt;
[[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]]&lt;br /&gt;
[[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]]&lt;br /&gt;
[[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]]&lt;br /&gt;
[[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]]&lt;br /&gt;
[[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]]&lt;br /&gt;
[[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]]&lt;br /&gt;
[[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]]&lt;br /&gt;
[[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]]&lt;br /&gt;
[[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]]&lt;br /&gt;
[[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]]&lt;br /&gt;
[[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo &amp;quot;VD-12&amp;quot; modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]]&lt;br /&gt;
[[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]]&lt;br /&gt;
[[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no &amp;quot;last shot&amp;quot; animation.]]&lt;br /&gt;
[[File:Pd2 x sko12 (5).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the emptied shotguns. Note the bolt(s) locked forward.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B(**)==&lt;br /&gt;
The [[Vollmer HK51-B]] was added to the game as part of the &amp;quot;McShay Weapon Pack&amp;quot;. This is the first (and currently the only) machine gun to use sights.&lt;br /&gt;
[[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]]&lt;br /&gt;
[[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is &amp;quot;jiggleboned&amp;quot; and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]]&lt;br /&gt;
[[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]]&lt;br /&gt;
[[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]]&lt;br /&gt;
[[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]]&lt;br /&gt;
[[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]]&lt;br /&gt;
[[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]]&lt;br /&gt;
[[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]]&lt;br /&gt;
[[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]]&lt;br /&gt;
[[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in Raid.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30 (**)==&lt;br /&gt;
The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of &amp;quot;Long Barrel&amp;quot; attachment...]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the &amp;quot;Short Barrel&amp;quot; attachment, which makes it look like a M38 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88(**)==&lt;br /&gt;
The [[Norinco QBU-88]] was added to the game in the &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot;.&lt;br /&gt;
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]]&lt;br /&gt;
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]]&lt;br /&gt;
[[File:Pd2 qbu88 2.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 qbu88 3.jpg|thumb|none|600px|Joy holding the Norinco QBU-88 with iron sights that are completely removed from the rifle by default.]]&lt;br /&gt;
[[File:Pd2 qbu88 4.jpg|thumb|none|600px|Sniping some snipers with a little less scope than preferred for this kind of engagement.]]&lt;br /&gt;
[[File:Pd2 qbu88 5.jpg|thumb|none|600px|Reloading involves some clipping, but at least the magazine has some bullets modeled.]]&lt;br /&gt;
[[File:Pd2 qbu88 6.jpg|thumb|none|600px|Reaching out to pull the bolt handle.]]&lt;br /&gt;
[[File:Pd2 qbu88 7.jpg|thumb|none|600px|Joy barely gets a breather to take a good look at a Chinese rifle she got from her Chinese smuggler friend.]]&lt;br /&gt;
[[File:Pd2 qbu88 8.jpg|thumb|none|600px|She may have learned things from him, but apparently gun safety wasn't on the list as she demonstrates poor trigger discipline and muzzles a fellow heister.]]&lt;br /&gt;
[[File:Pd2 qbu88 9.jpg|thumb|none|600px|The unique modifications include a larger magazine, iron sights, and two barrel length options.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]]&lt;br /&gt;
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]]&lt;br /&gt;
[[File:Pd2 sbl 3.jpg|thumb|none|600px|Duke preparing to use his scoped Rangehitter at extreme range.]]&lt;br /&gt;
[[File:Pd2 sbl 4.jpg|thumb|none|600px|Being a sniper rifle, it deals with the Shields effortlessly. The lever action animation is the more subdued kind from the original Model 1873.]]&lt;br /&gt;
[[File:Pd2 sbl 5.jpg|thumb|none|600px|Duke judging the blend of classic and modern in his hands.]]&lt;br /&gt;
[[File:Pd2 sbl 6.jpg|thumb|none|600px|Checking out the right side.]]&lt;br /&gt;
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]]&lt;br /&gt;
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout(**)==&lt;br /&gt;
The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of &amp;quot;Pronghorn Sniper Rifle&amp;quot;. It is the first sniper rifle in the secondary weapon slot.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]]&lt;br /&gt;
[[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]]&lt;br /&gt;
[[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]]&lt;br /&gt;
[[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]]&lt;br /&gt;
[[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]]&lt;br /&gt;
[[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]]&lt;br /&gt;
[[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]]&lt;br /&gt;
[[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]]&lt;br /&gt;
[[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]]&lt;br /&gt;
[[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]]&lt;br /&gt;
&lt;br /&gt;
==SAINT Victor .308 AR-10 Rifle (**)==&lt;br /&gt;
The SAINT Victor .308 was added to the game in &amp;quot;A Criminal Carol&amp;quot; 2022 holiday event under the name of &amp;quot;North Star Sniper Rifle&amp;quot;. Following the Steyr Scout, this is the second secondary slot sniper rifle.&lt;br /&gt;
[[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]]&lt;br /&gt;
[[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]]&lt;br /&gt;
[[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]]&lt;br /&gt;
[[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]]&lt;br /&gt;
[[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]]&lt;br /&gt;
[[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]]&lt;br /&gt;
[[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]]&lt;br /&gt;
===Hera Arms conversion===&lt;br /&gt;
It's &amp;quot;exclusive set&amp;quot; basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.&lt;br /&gt;
[[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]]&lt;br /&gt;
[[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]]&lt;br /&gt;
[[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]]&lt;br /&gt;
[[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]]&lt;br /&gt;
[[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]]&lt;br /&gt;
[[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm 3GL(**)==&lt;br /&gt;
The [[Metal Storm 3GL]] under the alias of &amp;quot;Basilisk 3V Grenade Launcher&amp;quot; was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.&lt;br /&gt;
[[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]]&lt;br /&gt;
[[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the &amp;quot;Basilisk 3V Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]]&lt;br /&gt;
[[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]]&lt;br /&gt;
[[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]]&lt;br /&gt;
[[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]]&lt;br /&gt;
[[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads &amp;quot;FÜR KARTOFFELMUß&amp;quot; and &amp;quot;VORSICHT TÖDLICH&amp;quot;, meaning &amp;quot;FOR MASHED POTATOES&amp;quot; and &amp;quot;CAUTION DEADLY&amp;quot;; these are (rather obviously) not accurate to the real grenade.]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
==VOG-25P Khattabka Grenade (**)==&lt;br /&gt;
The &amp;quot;Jiu Feng Smuggler Pack 2&amp;quot; DLC added, among other things, the &amp;quot;X1-ZAPper&amp;quot; grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.&lt;br /&gt;
[[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm Mk 5&amp;quot;==&lt;br /&gt;
Added in the &amp;quot;McShay Weapon Pack 2&amp;quot; DLC, the &amp;quot;Hailstorm Mk 5&amp;quot; is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] &amp;quot;Bertha&amp;quot; technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous &amp;quot;Typhoon&amp;quot; from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique &amp;quot;Prototype&amp;quot; exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked &amp;quot;PROTOTYPE R-033&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the &amp;quot;Bertha&amp;quot; rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a &amp;quot;volley-shot&amp;quot; mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 &amp;quot;projectiles&amp;quot; gameplay-wise.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bertha.jpg|thumb|none|450px|Metal Storm &amp;quot;Bertha&amp;quot; rig - 9mm preloaded barrel]]&lt;br /&gt;
[[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the &amp;quot;Hailstorm&amp;quot;.]]&lt;br /&gt;
[[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the &amp;quot;Loss&amp;quot; meme grip texturing.]]&lt;br /&gt;
[[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]]&lt;br /&gt;
[[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]]&lt;br /&gt;
[[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary &amp;quot;Claymore&amp;quot; sight with functional ammo counter.]]&lt;br /&gt;
[[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]]&lt;br /&gt;
[[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]]&lt;br /&gt;
[[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.&lt;br /&gt;
[[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]]&lt;br /&gt;
[[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1549828</id>
		<title>SCP: 5K</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1549828"/>
		<updated>2023-01-23T22:40:39Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: I FORGOT AN H&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = SCP: Pandemic&lt;br /&gt;
|picture =SCP-P.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|series= SCP&lt;br /&gt;
|date= Feb 2, 2022&lt;br /&gt;
|developer=Affray Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''SCP: Pandemic''''' , also known as '''''SCP:5K''''', is an upcoming science fiction, first person, cooperative, tactical, survival horror shooter. Developed and published by Affray Interactive. The game is based on the story and characters of the [https://scp-wiki.wikidot.com/ SCP Foundation] online collaborative writing project, specifically the story of &amp;quot;[https://scp-wiki.wikidot.com/scp-5000 SCP-5000]&amp;quot; by Tanhony.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;SCP-5000&amp;quot;, the SCP Foundation, a global clandestine organization responsible for containing supernatural threats, has unexpectedly become a rogue anti-human organization dedicated to the destruction of humanity, and began unleashing its contained anomalous creatures in an attempt to destroy the world. ''SCP: Pandemic'' expands on the basic storyline and sees the player become a member of the newly formed AFA (Anti-Foundation Alliance), comprising of members of the UNGOC (United Nations Global Occult Coalition), American FBI Unusual Incidents Unit, Russian GRU Division P, and Japanese Public Security Intelligence Agency Anomalous Problems Division.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of its current build, the only main SCP in the game is SCP-173. The most common enemies faced in the game are zombies created by an unknown SCP entity, players will also face against surviving SCP Foundation guards (possibly Mobile Task Force operatives), as well as some surviving D-Class test subjects. All factions/groups of which are hostile to one another, and can result in a three-way battle in certain situations. Later additions are expected to be added in the future, and as such, this article will be updated as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
While the game is a work in progress, it features mostly polished, and high fidelity weapons models and animations. One interesting point is that in its infancy, the game was a modified version of ''[[Squad]]''. The updated animations were made by some members who originally worked on the famous ''ISMC'' mod for ''[[Insurgency Sandstorm]]'', as well as some animations having attention to detail put into them. While not every single weapon has it, it is only a matter of time until they are given a facelift. Virtually every firearm featured in this game has both an inspect and magazine check animation, (with the exception of some others that appear to not have been animated yet at the time of this entry.) these can be achieved by simply tapping &amp;quot;R&amp;quot; once on a fully loaded magazine, and a magazine check can be performed by holding said key. It can also be used to see the number of magazines that are left in reserve. &lt;br /&gt;
[[File:Scp-g19-trigger-discipline.jpg|550px|thumb|none|An example of a detail: An AFA operator showing trigger discipline with a Glock 19X after a moment of ceasefire.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
The basic backup weapon. Handy in a pitch, great for personal defense or a last ditch effort. At this time, they aren't as customizable as their long arm counter parts. Depending on the handgun, the player can only add suppressors, a compensator, and a laser or light of their choice. &lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
A [[Glock 19X]] under the name of &amp;quot;M19X&amp;quot; appears as the sole starting weapon of AFA operators during the Area 12 raid. It appears modified with front slide serrations, sporting its standard coyote finish and holding 18 rounds per magazine.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|350px|none|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:SCP G19X.jpg|600px|thumb|none|The left side of the 19X, with the Glock optional front slide serrations. Or in this case &amp;quot;Radian Armory&amp;quot;.]]&lt;br /&gt;
[[File:SCP G19X-2.jpg|600px|thumb|none|The other side. A tiny &amp;quot;Radian Armory&amp;quot; logo is present near the rear serrations.]]&lt;br /&gt;
[[File:SCP G19X Idle.jpg|600px|thumb|none|An AFA operator realizing that this is, in fact, a Glock.]]&lt;br /&gt;
[[File:SCP G19X Irons.jpg|600px|thumb|none|Aiming down the Glock Patridge style sights.]]&lt;br /&gt;
[[File:SCP G19X Mag Check.jpg|600px|thumb|none|Checking the standard Glock magazine.]]&lt;br /&gt;
[[File:SCP G19X inspect.jpg|600px|thumb|none|Inspecting the Glock, with its standard Glock FDE finish, indicative of the 19X.]]&lt;br /&gt;
[[File:SCP G19X BrassCheck.jpg|600px|thumb|none|Giving the Glock a brass check.]]&lt;br /&gt;
[[File:SCP G19X Inspect2.jpg|600px|thumb|none|After performing a brass check, the operator bumps the rear of the slide to make sure it seats.]]&lt;br /&gt;
[[File:SCP G19X Empty.jpg|600px|thumb|none|And after dumping his handgun wildly into shale rock, he discovers Pandemic renders empty magazine followers. A gracious improvement over the average empty void in other game's empty mags.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M18==&lt;br /&gt;
A [[SIG-Sauer P320-M18]] appears as a somewhat unused weapon, named the &amp;quot;P320&amp;quot;. At the time of writing, there currently is no way to find it in the Area 12 map, unless the player chooses to spawn with it in the Hunt or the firing range map. It carries 17 rounds in a magazine.&lt;br /&gt;
[[File:SIG P320-M18.jpg|thumb|none|350px|SIG-Sauer P320-M18 - 9x19mm. This commercial version of the M18 MHS comes in versions both with and without the manual safety of the military model.]]&lt;br /&gt;
[[File:SCP M18.jpg|600px|thumb|none|The M18 in all its glory. For better or worse, the M18 features authentic SIG Sauer brandings on the slide and frame (though the former is barely visible here).]]&lt;br /&gt;
[[File:SCP M18-2.jpg|600px|thumb|none|Right side of the M18.]]&lt;br /&gt;
[[File:SCP SIG M18 Idle.jpg|600px|thumb|none|The AFA agent enjoys range time with his FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Irons.jpg|600px|thumb|none|And its overly wide sights. The RMR plate does mean you can give it a nice RMR.]]&lt;br /&gt;
[[File:SCP SIG Sauer M18 MagCheck.jpg|600px|thumb|none|&amp;quot;Yep that's a bullet.&amp;quot;]]&lt;br /&gt;
[[File:SCP M18 Inspect.jpg|600px|thumb|none|Inspecting the M18. It is definitely appropriate for an operator in black to wield a bright FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Brass.jpg|600px|thumb|none|Tugging the slide back just enough to see the bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M18 Inspect2.jpg|600px|thumb|none|And whacking it back into battery.]]&lt;br /&gt;
[[File:SCP M18 Empty.jpg|600px|thumb|none|Revealing the empty mag. Note the &amp;quot;SIG SAUER P320 M18&amp;quot; markings, indicating that it is the commercial version.]]&lt;br /&gt;
[[File:SCP M18 Reload.jpg|600px|thumb|none|Releasing the slide, slide releases are for nerds.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
An [[FN Five-seveN]] appears sporting an FDE finish on the frame, a standard black framed variant does exist, but seems to be unusable at this time. It carries 20 round in a magazine.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|350px|thumb|none|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2.jpg|600px|thumb|none|The two-tone FN Five-SeveN. Maybe the MTF patrols wear Level IIIs?]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2-2.jpg|600px|thumb|none|Aside from the serial number, the pistol's features exactly match the Mk 2 FDE reference image above.]]&lt;br /&gt;
[[File:SCP FiveSevens.jpg|600px|thumb|none|The FDE and all-black model in the Nebulous Void of a cropped screenshot.]]&lt;br /&gt;
[[File:SCP FiveSeven Idle.jpg|600px|thumb|none|Having splurged rather than follow the rules of eco rounds, the AFA operator takes his Five-SeveN for a spin.]]&lt;br /&gt;
[[File:SCP FiveSeven Irons.jpg|600px|thumb|none|Aiming down the three dot sights.]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
[[File:SCP FiveSeven Brass.jpg|600px|thumb|none|Brass checking.]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect2.jpg|600px|thumb|none|Some hand-on-slide violence just to be safe.]]&lt;br /&gt;
[[File:SCP FiveSeven MagCheck.jpg|600px|thumb|none|Checking the magazine. The rounds loaded are the blue-tipped SS197SR, which are standard FMJs for training. While more than likely the only round the devs could get to model for the gun, this would make the penetration of the Five-SeveN less useful.]]&lt;br /&gt;
[[File:SCP FiveSeven Empty.jpg|600px|thumb|none|While they might not be the fancy SS190, they're certainly better than running empty. Which we've now done.]]&lt;br /&gt;
[[File:SCP FiveSeven Reload.jpg|600px|thumb|none|Better replace that magazine.]]&lt;br /&gt;
[[File:SCP FiveSeven SlideRelease.jpg|600px|thumb|none|And release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1 Variant==&lt;br /&gt;
An [[M1911A1]] variant appears in the game, simply referred to as a &amp;quot;1911&amp;quot; in game. It's currently a legacy weapon that can still be accessed in the Area 12 raid, and can also be found on some SCP personnel but it currently doesn't have a proper inspect or magazine check magazine. Like most pistols, it features a threaded barrel and is capable of being fitted with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:The Veteran Colt 1991A1 Series 80.jpg|350px|thumb|none|Colt 1991A1 Series 80 - .45 ACP seems to bear the most resemblance to the model in game.]]&lt;br /&gt;
[[File:Taurus PT1911.jpg|350px|thumb|none|Taurus PT 1911 - .45 ACP]]&lt;br /&gt;
[[File:SCP M1911.jpg|600px|thumb|none|The amalgam 1911, half Colt, half Kimber, all confusing. And before you ask, The &amp;quot;Wilson Arms&amp;quot; on the slide is not IRL 1911 manufacturer Wilson Combat, nor do they have a model like this.]]&lt;br /&gt;
[[File:SCP M1911-2.jpg|600px|thumb|none|Ambi safety, curved mainspring housing, no front grip stippling/checkering. Nothing that shows its exact identity, just questions after questions.]]&lt;br /&gt;
[[File:SCP M1911 Idle.jpg|600px|thumb|none|The operator wields his highly questionable M1911. Least it matches his outfit]]&lt;br /&gt;
[[File:SCP M1911 Irons.jpg|600px|thumb|none|The sights, which look like a Novak sight setup after a few sips of NyQuil.]]&lt;br /&gt;
[[File:SCP M1911 Reload.jpg|600px|thumb|none|We just need to swap mags...]]&lt;br /&gt;
[[File:SCP M1911 Reload2.jpg|600px|thumb|none|Look at the big .45 in the chamber...]]&lt;br /&gt;
[[File:SCP M1911 Slide Release.jpg|600px|thumb|none|Drop the slide and move on before it raises more questions.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
A [[Beretta M9A3]] that's simply referred to as an &amp;quot;M9&amp;quot;, is shown its factory FDE finish is found in the Area 12 raid. Like the Five seveN, there exist world models in both FDE and black, but the first person model is currently FDE. The M9A3 used to sport a black finish prior to the &amp;quot;This Is Why&amp;quot; update.&lt;br /&gt;
[[File:BerettaM9A3.jpg|350px|thumb|none|Beretta M9A3 in FDE - 9x19mm]]&lt;br /&gt;
[[File:M9A3 black.jpg|350px|thumb|none|Beretta M9A3 with its black finish - 9x19]]&lt;br /&gt;
[[File:SCP M9A3.jpg|600px|thumb|none|It's now becoming rapidly clear the AFA got all of their guns from the DoD's test pile.]]&lt;br /&gt;
[[File:SCP M9A3-2.jpg|600px|thumb|none|And that Beretta took the markings in the divorce trial.]]&lt;br /&gt;
[[File:SCP M9A3 Idle.jpg|600px|thumb|none|The AFA operator enjoying the lovely Nevada sun with his FDE Beretta.]]&lt;br /&gt;
[[File:SCP M9A3 Irons.jpg|600px|thumb|none|Aiming down the M9A3 sights, the night sight Vertec slide allowing him more than the standard Beretta 3 dot..]]&lt;br /&gt;
[[File:SCP M9A3 Inspect.jpg|600px|thumb|none|Inspecting the M9A3, with its FDE finish and actually cocked back trigger.]]&lt;br /&gt;
[[File:SCP M9A3 Brass.jpg|600px|thumb|none|A brass check reveals we do have a bullet.]]&lt;br /&gt;
[[File:SCP M9A3 MagCheck.jpg|600px|thumb|none|And one in the magazine, too.]]&lt;br /&gt;
[[File:SCP M9A3 Empty.jpg|600px|thumb|none|And even followers for our mags.]]&lt;br /&gt;
[[File:SCP M9A3 Reload.jpg|600px|thumb|none|Back to business with a quick reload...]]&lt;br /&gt;
[[File:SCP M9A3 SlideRelease.jpg|600px|thumb|none|And releasing the slide.]]&lt;br /&gt;
[[File:SPC M9A3 Black.jpg|600px|thumb|none|In the Area 12 map, the AFA operator finds a black finished M9A3 next to its former owner. Only to end up magically being in FDE once equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 360==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 360]] appears as a usable weapon, under the nomenclature of &amp;quot;360-J&amp;quot;. It deals more damage than its 9mm and .45 ACP counterparts. However, the operator exclusively fires it in Double-Action mode, and it only holds five rounds in the cylinder, it also is reloaded one round at a time.&lt;br /&gt;
[[File:S&amp;amp;W 360.jpg|300px|thumb|none|S&amp;amp;W Model 360 - .357 Magnum]]&lt;br /&gt;
[[File:SCP SW-360.jpg|600px|thumb|none|Because the smart choice to take with you in a mission against ungodly powerful monsters and rogue MTF agents is a 5 shot .357 snub nosed with no speedloaders.]]&lt;br /&gt;
[[File:SCP SW-360-2.jpg|600px|thumb|none|And a trigger that hasn't gotten the hammer's single action memo and is refusing to listen to his email.]]&lt;br /&gt;
[[File:SCP SW-360 Idle.jpg|600px|thumb|none|The AFA agent wields the 360, mildly regretting his decision.]]&lt;br /&gt;
[[File:SCP SW-360 Irons.jpg|600px|thumb|none|The low profile carry sights of a J-Frame aren't helping the matter.]]&lt;br /&gt;
[[File:SCP SW-360 Cylinder.jpg|600px|thumb|none|Checking the five-round cylinder of the S&amp;amp;W 360, praying it's at least .357 JHP's in here.]]&lt;br /&gt;
[[File:SCP SW-360 Reload.jpg|600px|thumb|none|Currently, the reload is bugged, but it does give us a good look at the actual modeled rounds going into the cylinder.]]&lt;br /&gt;
[[File:SCP SW-360 CylinderClose.jpg|600px|thumb|none|The operator gently shuts the cylinder, as opposed to flicking it shut like most games do.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Stealth Hunter==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]] is also a legacy weapon that has yet to be updated and lacks an inspect animation of its own, called the &amp;quot;Stealth Hunter&amp;quot;. It holds 6 rounds, like a standard revolver. Unlike the Model 360, the operator uses it in Single-Action mode instead. It is the most powerful sidearm to use in terms of raw firepower. Like the above revolver, it also is reloaded one round at a time as well.&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|S&amp;amp;W M629 Stealth Hunter .44 Magnum]]&lt;br /&gt;
[[File:SCP SW629.jpg|600px|thumb|none|All of the revolvers of Pandemic are currently having to tell their sears and hammers to get along and it's not working.]]&lt;br /&gt;
[[File:SCP SW629-2.jpg|600px|thumb|none|I hope they iron that out soon. Note that while this gun lacks any S&amp;amp;W branding, it still has the marketing Marcas Astradas text below the cylinder.]]&lt;br /&gt;
[[File:SCP SW-629 Idle.jpg|600px|thumb|none|What west this beast of a cannon is the fastest gun of, neither us or the AFA agent know.]]&lt;br /&gt;
[[File:SCP SW-629 Irons.jpg|600px|thumb|none|It does have better sights at the least.]]&lt;br /&gt;
[[File:SCP SW-629 CylinderCheck.jpg|600px|thumb|none|Checking the cylinder...]]&lt;br /&gt;
[[File:SCP SW-629 CloseCylinder.jpg|600px|thumb|none|&amp;quot;Looks like .44 to me!&amp;quot;]]&lt;br /&gt;
[[File:SCP SW-629 HammerPull.jpg|600px|thumb|none|Firing it does reveal that the gun is fired in SAO, bar the current trigger/hammer debacle.]]&lt;br /&gt;
[[File:SCP SW-629 Reload.jpg|600px|thumb|none|And we even have a modeled and used ejector rod!]]&lt;br /&gt;
[[File:SCP SW-629 Reload2.jpg|600px|thumb|none|But no speedloaders, MidwayUSA doesn't deliver out here at Area 12.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A4]] appears in the game, known only as an &amp;quot;MP5&amp;quot;. Accurately depicted with its polymer pictogram selector marking trigger housing, and as such it is capable of semi, burst, and automatic fire modes.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:SCP MP5A4.jpg|600px|thumb|none|Having learned they made up an MP5 for his role in &amp;quot;Modern Warfare 2&amp;quot;, a proper MP5 comes to Pandemic.]]&lt;br /&gt;
[[File:SCP MP5A4-2.jpg|600px|thumb|none|With no H&amp;amp;K markings. What they don't know, won't hurt em.]]&lt;br /&gt;
[[File:SCP MP5 Idle.jpg|600px|thumb|none|In a modern apocalypse, the AFA operator worries about his rather vintage mainline arm.]]&lt;br /&gt;
[[File:SCP MP5 Irons.jpg|600px|thumb|none|And no rail either, just a nice ol' diopter.]]&lt;br /&gt;
[[File:SCP MP5 MagCheck.jpg|600px|thumb|none|It does at least have bullets, he's got that going for him.]]&lt;br /&gt;
[[File:SCP MP5 Inspect.jpg|600px|thumb|none|But it lacks a panache...]]&lt;br /&gt;
[[File:SCP MP5 Empty.jpg|600px|thumb|none|Wait, hold up.]]&lt;br /&gt;
[[File:SCP MP5 Reload1.jpg|600px|thumb|none|Locking the charging handle back...]]&lt;br /&gt;
[[File:SCP MP5 Reload2.jpg|600px|thumb|none|Whatever will he do next?]]&lt;br /&gt;
[[File:SCP MP5 HK Slap.jpg|600px|thumb|none|YOOOOOOOOOOOOO!]]&lt;br /&gt;
&lt;br /&gt;
==Grand Power Stribog SP9 A1== &lt;br /&gt;
A [[Grand Power Stribog series|Grand Power Stribog SP9 A1]] with an A3 Tactical modular folding stock appears as an entry level SMG, found relatively early on in Area 12.&lt;br /&gt;
[[File:Stribog SP9 A1 SBT.jpg|450px|thumb|none|Grand Power Stribog SP9 A1 - 9x19mm]]&lt;br /&gt;
[[File:SCP Stribog.jpg|600px|thumb|none|The Crusade against the SCP Foundation is brought to you by the terrified actions of national governments, the combined arsenals of humanity, and viewers like you, thank you.]]&lt;br /&gt;
[[File:SCP Stribog-2.jpg|600px|thumb|none|What, were you expecting something fancier? No, it's a Stribog.]]&lt;br /&gt;
[[File:SCP Stribog Idle.jpg|600px|thumb|none|It's the PPC equivalent of a Toyota Corolla from a rental lot.]]&lt;br /&gt;
[[File:SCP Stribog Irons.jpg|600px|thumb|none|Hey, least it has decent sights, unlike the MP5.]]&lt;br /&gt;
[[File:SCP Stribog Inspect.jpg|600px|thumb|none|Inspecting the weapon reveals the dastardly AFA has given him a PCC version with a Safe-Fire selector. And his Safe position is now semi auto.]]&lt;br /&gt;
[[File:SCP Stribog MagCheck.jpg|600px|thumb|none|I suppose an extrajudicial multinational military force is allowed to break a few guns. As a treat.]]&lt;br /&gt;
[[File:SCP Stribog Empty.jpg|600px|thumb|none|Oh no, an SCP has magically stolen this operator's bullets!]]&lt;br /&gt;
[[File:SCP Stribog Reload.jpg|600px|thumb|none|Reloading, note the &amp;quot;fire&amp;quot; position acts as the full-auto on this not-a-carbine-i-assure-you SMG.]]&lt;br /&gt;
[[File:SCP Stribog Reload2.jpg|600px|thumb|none|What the ATF doesn't know won't hurt them.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90 Tactical]] was added in the recent &amp;quot;This is Why&amp;quot; update. It can be found early in Area 12. While lacking any sights on the rail by default, the offset backup sights are used until the user can add an optic.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|400px|thumb|none|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[File:SCP P90.jpg|600px|thumb|none|When gifted a P90, the AFA didn't ask or inform them of the critical question &amp;quot;what theater are you deploying in&amp;quot; since they signed the slip with &amp;quot;yes.&amp;quot;]]&lt;br /&gt;
[[File:SCP P90-2.jpg|600px|thumb|none|So the Belgians gifted them crates of FDE P90 Tacticals in the hopes that 5.7 will save the day.]]&lt;br /&gt;
[[File:SCP P90s.jpg|600px|thumb|none|It might, no one knows. Behold the currently AI exclusive BLACK P90!]]&lt;br /&gt;
[[File:SCP P90 Irons.jpg|600px|thumb|none|You don't get it. You get this. Have fun aiming it, nerd.]]&lt;br /&gt;
[[File:SCP P90 MagCheck.jpg|600px|thumb|none|A look through the translucent mag, impressive how it has modeled rounds through it. The same rounds as the earlier Five-SeveN.]]&lt;br /&gt;
[[File:SCP P90 MagCheck2.jpg|600px|thumb|none|The game tracks the number of rounds left in the magazine as well, good to know with your FMJ 5.7.]]&lt;br /&gt;
[[File:SCP P90 Empty.jpg|600px|thumb|none|The magazine is now empty. It brings you peace.]]&lt;br /&gt;
[[File:SCP P90 Reload.jpg|600px|thumb|none|But I do not want peace!]]&lt;br /&gt;
[[File:SCP P90 Reload2.jpg|600px|thumb|none|I want war!]]&lt;br /&gt;
[[File:SCP P90 Reload3.jpg|600px|thumb|none|VIOLENCE!]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A2==&lt;br /&gt;
An [[Heckler &amp;amp; Koch MP7A2]] was also added alongside the P90 Tactical in the same update. Uses 40 round magazines and can be customized like any other. &lt;br /&gt;
[[File:MP7A2.jpg|400px|thumb|none|Hecker &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:SCP MP7.jpg|600px|thumb|none|The AFA's FDE'd MP7A2. Someone couldn't get RAL8000 but Rust-oleum has a paint that's sorta close.]]&lt;br /&gt;
[[File:SCP MP7-2.jpg|600px|thumb|none|Honestly a better look than RAL &amp;quot;BABY POOPENFARTEN BROWN&amp;quot; 8000.]]&lt;br /&gt;
[[File:SCP MP7s.jpg|600px|thumb|none|The black model of the MTF to remind you what TWO MP7's look like.]]&lt;br /&gt;
[[File:SCP MP7 idle.jpg|600px|thumb|none|And there's the funny gun everybody, clap!]]&lt;br /&gt;
[[File:SCP MP7 Irons.jpg|600px|thumb|none|THE AGENT SAYS CLAP! LOOK AT HIS RAISED RIFLE SIGHTS!]]&lt;br /&gt;
[[File:SCP MP7 Inspect.jpg|600px|thumb|none|none|Good, now look at the gun!]]&lt;br /&gt;
[[File:SCP MP7 ChamberCheck.jpg|600px|thumb|none|Look at the bullet in the chamber!]]&lt;br /&gt;
[[File:SCP MP7 MagCheck.jpg|600px|thumb|none|Look at the magazine in a way that hopefully means this is filled with AP 4.6!]]&lt;br /&gt;
[[File:SCP MP7 Reload.jpg|600px|thumb|none|Put it back in the gun! Quick!]]&lt;br /&gt;
[[File:SCP MP7 BoltRelease.jpg|600px|thumb|none|They'll be shattered if they learned we skimped and sent them FMJ's AGAIN!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as a mid tier SMG, known as the &amp;quot;UMP-45&amp;quot; in game. It carries 25 rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|450px|thumb|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:SCP UMP45.jpg|600px|thumb|none|As a tactical shooter in 202X, you are contractually obligated to have a UMP-45.]]&lt;br /&gt;
[[File:SCP UMP45-2.jpg|600px|thumb|none|It's in the bylaws. Either read it correctly or contact your union rep.]]&lt;br /&gt;
[[File:SCP UMP45 Idle.jpg|600px|thumb|none|The operative holds his UMP, preparing to police this brutality.]]&lt;br /&gt;
[[File:SCP UMP45 Inspect.jpg|600px|thumb|none|Wait hang on there's an itch on my back h-]]&lt;br /&gt;
[[File:SCP UMP45 Irons.jpg|600px|thumb|none|Woah! Iron sights! No u-notch for you!]]&lt;br /&gt;
[[File:SCP UMP45 MagCheck.jpg|600px|thumb|none|You get .45 ACP at least, since you've been so polite.]]&lt;br /&gt;
[[File:SCP UMP45 BrassCheck.jpg|600px|thumb|none|Having seen the bolt release on the UMP, the operator chooses to just use the charging handle.]]&lt;br /&gt;
[[File:SCP UMP45 Empty.jpg|600px|thumb|none|You've lost .45 privileges.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] appears in the game as a high tier rifle found later in Area 12. In better lighting, it also appears to have Colt markings on the lower.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|450px|thumb|none|Mk 18 Mod 1 SOPMOD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP Mk 18.jpg|600px|thumb|none|This Mod 1 comes with the fairly bog standard setup of a Daniel Defense RIS II handguard, KAC Micro BUIS, LMT Crane Stock, Surefire SOCOM 4-Prong Flash Hider and a tan A2 pistol grip.]]&lt;br /&gt;
[[File:SCP Mk18-2.jpg|600px|thumb|none|Opposite side of the weapon. As seen on most AR-15 variants, brass marks are present on the deflector after some use. Because we have standards.]]&lt;br /&gt;
[[File:SCP Mk 18 Idle.jpg|600px|thumb|none|The operator heads out to shoot his funny gun.]]&lt;br /&gt;
[[File:SCP Mk18 Irons.jpg|600px|thumb|none|A look through the KAC irons, not unlike ''[[Insurgency: Sandstorm]]''.]]&lt;br /&gt;
[[File:SCP Mk18 Inspect.jpg|600px|thumb|none|The operator admires his Mk 18. Fittingly enough, the player models are rocking FBI UIU patches. Wonder if their HRT counterparts would get envious?]]&lt;br /&gt;
[[File:SCP Mk18 ChamberCheck.jpg|600px|thumb|none|Inspecting the chamber, confirming the modeled brass.]]&lt;br /&gt;
[[File:SCP Mk18 mag check.jpg|600px|thumb|none|The operator checks his mag, to his shock, the follower is clipping through the remaining round. Maybe the magazine is an SCP itself?]]&lt;br /&gt;
[[File:SCP Mk18 empty.jpg|600px|thumb|none|At least the follower is where it should be when empty, and it's a green anti-tilt one!]]&lt;br /&gt;
[[File:SCP Mk18 Bolt Slap.jpg|600px|thumb|none|The operator slaps the Mk18's bolt release, the reload animation is like a slightly softer version of the in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95 XB16L ==&lt;br /&gt;
An [[IWI X95|X95 XB16L]] appears, it is the first assault rifle the player finds in Area 12. There exists a black version of the rifle, but as per usual, it is currently unusable at the time of this writing.&lt;br /&gt;
[[File:Iwi x95 xb16.jpg|450px|thumb|none|IWI X95 XB16L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP X95.jpg|600px|thumb|none|Shalom.]]&lt;br /&gt;
[[File:SCP X95-2.jpg|600px|thumb|none|For an agency mostly operating in dark and tightly knit hallways underground, you'd think the MTF would use more bullpups, huh?]]&lt;br /&gt;
[[File:SCP X95 Idle.jpg|600px|thumb|none|Yep, that's a Tavor.]]&lt;br /&gt;
[[File:SCP X95 MagCheck.jpg|600px|thumb|none|Yep, those are bullets.]]&lt;br /&gt;
[[File:SCP X95 ChamberCheck.jpg|600px|thumb|none|That one is too.]]&lt;br /&gt;
[[File:SCP X95 Irons.jpg|600px|thumb|none|These are back up iron sights built into the toprail of this X95.]]&lt;br /&gt;
[[File:SCP X95 Reload.jpg|600px|thumb|none|I am stuffing a mag into this X95.]]&lt;br /&gt;
[[File:SCP X95 reload2.jpg|600px|thumb|none|Mag_inserted. Bolt_Release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Both an [[FN SCAR-H|FN SCAR-H STD]] and a SCAR-H CQC appear as usable weapon in the game, unlike most weapons, the player can actually access both FDE and black versions of the rifles. Thanks to its large caliber, it is entirely capable of dismembering and decapitating humanoid enemies in a single shot.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|450px|thumb|none|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H STD table.jpg|600px|thumb|none|Because I don't care what plates the MTF rock, I want them DEAD!]]&lt;br /&gt;
[[File:SCP SCAR-H STD-2.jpg|600px|thumb|none|No I don't care how long the rifle is, I need 7.62 NATO!]]&lt;br /&gt;
[[File:SCP SCAR-H STD.jpg|600px|thumb|none|These animations are shared between this and the CQC model, and the operative realizes his impatient behavior reflects badly on the AFA.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
[[File:SCAR-H CQC.jpg|450px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H CQC.jpg|600px|thumb|none|So back to the lab again, we get our nice black SCAR-H. Made at everyone's favorite Belgian Arms maker, Factory!]]&lt;br /&gt;
[[File:SCP SCAR-H CQC-2.jpg|600px|thumb|none|I love their SCAR-H and the Higher-Power.]]&lt;br /&gt;
[[File:SCP SCAR-H Idle.jpg|600px|thumb|none|Now that we're not going to play accidental combat limbo with a long barreled SCAR in tight corridors, let's look at the SCAR.]]&lt;br /&gt;
[[File:SCP SCAR-H Irons.jpg|600px|thumb|none|And the &amp;quot;sights&amp;quot; of the SCAR. Stop booing me.]]&lt;br /&gt;
[[File:SCP SCAR-H MagCheck.jpg|600px|thumb|none|You kids these days and your fancy jokes, in my day that pun would've gotten me loads of material.]]&lt;br /&gt;
[[File:SCP SCAR-H Inspect.jpg|600px|thumb|none|Fine, I know what you want. See these bullets?]]&lt;br /&gt;
[[File:SCP SCAR-H Reload1.jpg|600px|thumb|none|I know what you kids want, that #GucciGucciOperator stuff.]]&lt;br /&gt;
[[File:SCP SCAR-H Reload2.jpg|600px|thumb|none|Watch this totally original magflip! Absolutely not just MW 2019!.]]&lt;br /&gt;
[[File:SCP SCAR-H BoltRelease.jpg|600px|thumb|none|GNARLY!]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] and its little brother appear in the game, both have great stopping power, only just short of the SCAR-H's. Like its Battle Rifle counter part, the AK-103 is also capable of dismemberment, however this is not the case for the AK-104.&lt;br /&gt;
[[File:AK103.jpg|450px|thumb|none|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:SCP AK-103 Idle.jpg|600px|thumb|none|Somewhere in Nevada, an operator holds his AK-103.]]&lt;br /&gt;
[[File:SCP AK-103 Irons.jpg|600px|thumb|none|A gracious gift from the AFA's new Russian allies. Fresh from the crates.]]&lt;br /&gt;
[[File:SCP AK-103 BrassCheck.jpg|600px|thumb|none|And look, look!]]&lt;br /&gt;
[[File:SCP AK-103 Magcheck.jpg|600px|thumb|none|Y'see? Nice Russian ammo! Not cheap steel case! We're friends now.]]&lt;br /&gt;
[[File:SCP AK-103 Empty.jpg|600px|thumb|none|Right? Guys?]]&lt;br /&gt;
[[File:SCP AK-103 reload.jpg|600px|thumb|none|Also as part of the Tactical Gun Bylaws, you must reload an AK by slapping a loaded one against the magazine release.]]&lt;br /&gt;
[[File:SCP AK-103 Reload2.jpg|600px|thumb|none|Then doing an underhand charge of the action.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
The [[AK-104]] can be found, it's virtually identical to the AK-103&lt;br /&gt;
[[File:Ak104.jpg|450px|thumb|none|AK-104 - 7.62x39]]&lt;br /&gt;
[[File:SCP AK-104.jpg|600px|thumb|none|The AK-104 model, fitted with a Surefire 4-prong flash hider. While technically Surefire makes one in 7.62, it's unknown if it's compatible with AK pattern LH barrel threading.]]&lt;br /&gt;
[[File:SCP AK-104-2.jpg|600px|thumb|none|The other side confirms we do have a serial number, just in case.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is a late game rifle, much like its brothers. It features a higher rate of fire as opposed to its 7.62mm relative.&lt;br /&gt;
[[File:AK-74M.jpg|450px|thumb|none|AK-74M 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-74M.jpg|600px|thumb|none|The AK-74M, a fitting and reliable choice against [[Stalker_(disambiguation)#Video_Games|Eldritch]] [[Metro 2033|horrors]].]]&lt;br /&gt;
[[File:SCP AK-74M-2.jpg|600px|thumb|none|Though maintaining 5.45 logistics stateside would be a challenge.]]&lt;br /&gt;
&lt;br /&gt;
===AK-105===&lt;br /&gt;
An [[AK-105]] is also found, virtually identical to the AK-74M at this time.&lt;br /&gt;
[[File:AK-105.jpg|450px|thumb|none|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-105.jpg|600px|thumb|none|The AK-105, again with it's magic AK pattern Surefire 4-prong.]]&lt;br /&gt;
[[File:SCP AK-105-2.jpg|600px|thumb|none|Thanks, ISMC!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 21N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 21N]] appears in the game. It has &amp;quot;Galil ACE SAR&amp;quot; markings on the receiver like civilian models, but appears to have the barrel of the military ACE 21N, as well as having the corresponding three-position fire selector markings.&lt;br /&gt;
[[File:ACE 21N.jpg|thumb|none|450px|IWI US Galil ACE 21N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-22.jpg|600px|thumb|none|Oy GEVALT.]]&lt;br /&gt;
[[File:SCP ACE-22-2.jpg|600px|thumb|none|We were thankfully sent a ACE with a STANAG magwell, so we're not sourcing 40 year old surplus Galil mags.]]&lt;br /&gt;
[[File:SCP ACE-21 Idle.jpg|600px|thumb|none|Thank you IWI-USA for your bits and continued support of the war on the SCP Foundation!]]&lt;br /&gt;
[[File:SCP ACE-21 Irons.jpg|600px|thumb|none|And your relatively clean irons, you're our favorite little pogchamp!]]&lt;br /&gt;
[[File:SCP ACE-21 Inspect.jpg|600px|thumb|none|Wait this is a gun, and I'm NOT running a Twitch stream!]]&lt;br /&gt;
[[File:SCP ACE-21 Chamber.jpg|600px|thumb|none|Uh, d-duh, brass check! Bullet in chamber!]]&lt;br /&gt;
[[File:SCP ACE-21 BoltSlap.jpg|600px|thumb|none|Wisely tapping the charging handle to make sure it fully seats!]]&lt;br /&gt;
[[File:SCP ACE-21 MagCheck.jpg|600px|thumb|none|Bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 EmptyMag.jpg|600px|thumb|none|No bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload.jpg|600px|thumb|none|Put the mag in!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload2.jpg|600px|thumb|none|No you're missing the hole jus' put it in the-]]&lt;br /&gt;
[[File:SCP ACE-21 BoltPull.jpg|600px|thumb|none|Whoops! Not safe for this Christian wiki sight, let's just tug the charging handle and move on!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 22N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 22N]] also appears. It shares the same &amp;quot;ACE SAR&amp;quot; markings on the 21N.&lt;br /&gt;
[[File:ACE 22N.jpg|thumb|none|450px|IWI Galil ACE 22N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-21-1.jpg|600px|thumb|none|Here's the left side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-21-2.jpg|600px|thumb|none|Here's the right side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-22 Inspect.jpg|600px|thumb|none|Here is the 22N. Now for the moment you've all been waiting for...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as yet another loadout only weapon available on specific maps that utilize it.&lt;br /&gt;
[[File:AS Val.jpg|450px|thumb|none|AS VAL- 9x39mm]]&lt;br /&gt;
[[File:SCP AS-VAL.jpg|600px|thumb|none|The AS VAL!]]&lt;br /&gt;
[[File:SCP AS-VAL-2.jpg|600px|thumb|none|Tantalizing western gun owners since [[STALKER: Shadow of Chernobyl]]. And thanks to GRU funding...]]&lt;br /&gt;
[[File:SCP AS VAL Idle.jpg|600px|thumb|none|You get to use it against actual people! Have fun!]]&lt;br /&gt;
[[File:SCP AS VAL Irons.jpg|600px|thumb|none|A look through the AS Val's irons. Wonder this particular individual bought it from a disgruntled conscript?]]&lt;br /&gt;
[[File:SCP AS VAL Inspect.jpg|600px|thumb|none|The operator inspects his gun, it's just like his Japanese ani-. Wait this is Russian.]]&lt;br /&gt;
[[File:SCP AS VAL Chamber.jpg|600px|thumb|none|A rather perplexing and flexible way to chamber check an AK style charging handle.]]&lt;br /&gt;
[[File:SCP AS VAL MagCheck.jpg|600px|thumb|none|Having checked to see if gun have boolet, he finds it has the best boolet. SP-6/SSP boolet.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
A [[Mossberg 590]] can be found in the Area 12 raid, albeit requires some exploring. It currently lacks an inspect, chamber check, or tube check animation.&lt;br /&gt;
[[File:Mossberg590.jpg|450px|thumb|none|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[File:SCP M590.jpg|600px|thumb|none|Having gotten the recent shipment of shotguns from Bass Pro Shop, the AFA now gets its most deadly weapon!]]&lt;br /&gt;
[[File:SCP M590-2.jpg|600px|thumb|none|Modestly priced American pump shotguns!]]&lt;br /&gt;
[[File:SCP M590 Idle.jpg|600px|thumb|none|QUAKE IN FEAR, MTF UNITS! FOR I HAVE THIS FOR THE LOW LOW PRICE OF 439.99 FOR THIS WEEKEND ONLY!]]&lt;br /&gt;
[[File:SCP M590 Irons.jpg|600px|thumb|none|And now that our sponsors are satisfied, look at this ghost ring.]]&lt;br /&gt;
[[File:SCP M590 Pump.jpg|600px|thumb|none|And after we pummel ancient rock formations with 00 Buck, notice our convenient shells! Marked Buckshot!]]&lt;br /&gt;
[[File:SCP M590 Reload.jpg|600px|thumb|none|Thank you buckshot! You make the world less filled with eldritch horrors.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90 Tactical==&lt;br /&gt;
A [[Benelli M4 Super 90]] appears as a recently added weapon, it's modeled with a 5-round magazine tube, but it can somehow hold 8 rounds.&lt;br /&gt;
[[File:M4 Tactical.jpg|450px|thumb|none|Benelli M4 Tactical with a 5-round magazine tube. - 12 gauge]]&lt;br /&gt;
[[File:SCP Benelli M4.jpg|600px|thumb|none|Evidently when the AFA began acquiring weapons for their fight against the Foundation, they turned to the US Armed Forces and asked for M1014's.]]&lt;br /&gt;
[[File:SCP Benelli M4-2.jpg|600px|thumb|none|Someone missed the memo on that and the M18's.]]&lt;br /&gt;
[[File:SCP Benelli M4 world.jpg|600px|thumb|none|The Benelli's world model, showing off its 5-round magazine tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 idle.jpg|600px|thumb|none|Still, works well enough. It's a Benelli M4 after all!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Irons.jpg|600px|thumb|none|Nothing quite says &amp;quot;I'm about to scream and dump this tube of buckshot down a hallway&amp;quot; more than these iron sights!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Inspect1.jpg|600px|thumb|none|But don't take my word for it, take it from our lovely bestest buddy...]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 ChamberCheck.jpg|600px|thumb|none|Buckshot! How's it going buddy!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 TubeCheck.jpg|600px|thumb|none|Buckshot declined to comment, so we're going to press our thumb on the mag tube. This gives a vague approximation of how many shells are in the tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Reload.jpg|600px|thumb|none|Currently, the reload is bugged. The animation will always be the same, regardless if it's empty or not. The bolt automatically returns to battery the moment the animation beings to insert a shell into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
An [[M24 SWS|M24]] sniper rifle appears in the game, incorrectly referred to as the M24A3 variant. It appears to be modeled with a 5 round magazine, but can somehow hold 7 rounds. It's fitted with a set of Troy flip up BUIS sights standard, but can be fitted with a proper scope in customization. A semi-viable weapon, it's only as useful as its user behind it.  &lt;br /&gt;
[[File:M24-2.jpg|450px|thumb|none|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP M24.jpg|600px|thumb|none|The M24 in the weapon customization screen, with it's weird forward barrel rail mount for the front sight It's mildly better than MW2019's rail mounted set up.]]&lt;br /&gt;
[[File:SCP M24-2.jpg|600px|thumb|none|&amp;quot;Someone HAS informed high command that we're going to battle in tunnels right?&amp;quot;]]&lt;br /&gt;
[[File:SCP M24A3 Idle.jpg|600px|thumb|none|An AFA agent was told to &amp;quot;overwatch&amp;quot; the upper stories of Area 12, and was given this.]]&lt;br /&gt;
[[File:SCP M24A3 Inspect.jpg|600px|thumb|none|Scopes are out of the budget.]]&lt;br /&gt;
[[File:SCP M24A3 Brass.jpg|600px|thumb|none|Ammo isn't, though.]]&lt;br /&gt;
[[File:SCP M24A3 Magcheck.jpg|600px|thumb|none|And it is at least a detachable box mag M24, so it's relatively fast to reload.]]&lt;br /&gt;
[[File:SCP M24A3 Irons.jpg|600px|thumb|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:SCP M24A3 Empty.jpg|600px|thumb|none|Checking an emptied magazine, which seems to be missing a follower. Hey, they only missed one, right?]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
[[VSS Vintorez]] appears only as a loadout weapon intended for PVP or the Hunt map. It's integrally suppressed, and capable of full auto fire much like in real life. As opposed to the AS-Val, it is limited only by its 10 round magazine, and the operator can negligently empty it, if careless.&lt;br /&gt;
[[File:Vss1.jpg|450px|thumb|none|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[File:SCP VSS.jpg|600px|thumb|none|While it would be apt to make a joke about this gun being useless in tunnels, it IS at least suppressed.]]&lt;br /&gt;
[[File:SCP VSS-2.jpg|600px|thumb|none|And semi-automatic in a fairly effective cartridge. Can't have to handle the severe bullet drop of 9x39 in a tunnel.]]&lt;br /&gt;
[[File:SCP VSS Idle.jpg|600px|thumb|none|The AFA operative stands guarding a research facility. No, not that one.]]&lt;br /&gt;
[[File:SCP VSS Irons.jpg|600px|thumb|none|Iron sights, same as the AS Val.]]&lt;br /&gt;
[[File:SCP VSS MagCheck.jpg|600px|thumb|none|Checking to make sure we have that good stuff (SP-6).]]&lt;br /&gt;
[[File:SCP VSS Chamber.jpg|600px|thumb|none|That we do.]]&lt;br /&gt;
[[File:SCP VSS Empty.jpg|600px|thumb|none|And now we don't.]]&lt;br /&gt;
[[File:SCP VSS Reload.jpg|600px|thumb|none|Finally a reload. Time to go fight eldritch horrors with my California Compliant VAL.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Knights Armament Company LAMG==&lt;br /&gt;
The prototype version of the [[KAC LAMG]] appears in the game, it's found later half of the Area 12 raid. Belt fed MG, great for laying hate and dealing with crowds of zombies. It holds 100 rounds, but also takes a painfully long time to reload. The model in game is using a standard A2 style pistol grip and the M4's 6-position stock interestingly enough.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|450px|thumb|none|3D render of the KAC LAMG prototype, which the weapon in-game is based on.]]&lt;br /&gt;
[[File:SCP KAC LAMG1.jpg|600px|thumb|none|You might get rifles and SMG's from the 90's but the AFA does give you advanced early production light machine guns!]]&lt;br /&gt;
[[File:SCP KAC LAMG2.jpg|600px|thumb|none|Very useful to turn the zombified D-Class personnel and scientists into cursed mince meat.]]&lt;br /&gt;
[[File:SCP KAC LAMG.jpg|600px|thumb|none|An operator prepares to rip and tear until the belt is done with his LAMG.]]&lt;br /&gt;
[[File:SCP KAC LAMG Irons.jpg|600px|thumb|none|Comes equipped with a 100 round cloth belt box loaded with M855, KAC front and rear sights.]]&lt;br /&gt;
[[File:SCP KAC LAMG Near Empty.jpg|600px|thumb|none|A most horrific sight: almost running dry on a belt-fed MG. The game keeps track of how many rounds are left in the belt.]]&lt;br /&gt;
[[File:SCP KAC LAMG Reload.jpg|600px|thumb|none|Fortunately, a new box and fresh belt of 5.56 is at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
An [[M67 frag grenade]] appears in game as a tertiary weapon. Very useful for crowd control.&lt;br /&gt;
[[File:Baseball.jpg|350px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:SCP M67 Frag.jpg|600px|thumb|none|I believe that these need no introduction.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1549827</id>
		<title>SCP: 5K</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1549827"/>
		<updated>2023-01-23T22:38:52Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: We'll compromise in the middle here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = SCP: Pandemic&lt;br /&gt;
|picture =SCP-P.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|series= SCP&lt;br /&gt;
|date= Feb 2, 2022&lt;br /&gt;
|developer=Affray Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''SCP: Pandemic''''' , also known as '''''SCP:5K''''', is an upcoming science fiction, first person, cooperative, tactical, survival horror shooter. Developed and published by Affray Interactive. The game is based on the story and characters of the [https://scp-wiki.wikidot.com/ SCP Foundation] online collaborative writing project, specifically the story of &amp;quot;[https://scp-wiki.wikidot.com/scp-5000 SCP-5000]&amp;quot; by Tanhony.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;SCP-5000&amp;quot;, the SCP Foundation, a global clandestine organization responsible for containing supernatural threats, has unexpectedly become a rogue anti-human organization dedicated to the destruction of humanity, and began unleashing its contained anomalous creatures in an attempt to destroy the world. ''SCP: Pandemic'' expands on the basic storyline and sees the player become a member of the newly formed AFA (Anti-Foundation Alliance), comprising of members of the UNGOC (United Nations Global Occult Coalition), American FBI Unusual Incidents Unit, Russian GRU Division P, and Japanese Public Security Intelligence Agency Anomalous Problems Division.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of its current build, the only main SCP in the game is SCP-173. The most common enemies faced in the game are zombies created by an unknown SCP entity, players will also face against surviving SCP Foundation guards (possibly Mobile Task Force operatives), as well as some surviving D-Class test subjects. All factions/groups of which are hostile to one another, and can result in a three-way battle in certain situations. Later additions are expected to be added in the future, and as such, this article will be updated as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
While the game is a work in progress, it features mostly polished, and high fidelity weapons models and animations. One interesting point is that in its infancy, the game was a modified version of ''[[Squad]]''. The updated animations were made by some members who originally worked on the famous ''ISMC'' mod for ''[[Insurgency Sandstorm]]'', as well as some animations having attention to detail put into them. While not every single weapon has it, it is only a matter of time until they are given a facelift. Virtually every firearm featured in this game has both an inspect and magazine check animation, (with the exception of some others that appear to not have been animated yet at the time of this entry.) these can be achieved by simply tapping &amp;quot;R&amp;quot; once on a fully loaded magazine, and a magazine check can be performed by holding said key. It can also be used to see the number of magazines that are left in reserve. &lt;br /&gt;
[[File:Scp-g19-trigger-discipline.jpg|550px|thumb|none|An example of a detail: An AFA operator showing trigger discipline with a Glock 19X after a moment of ceasefire.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
The basic backup weapon. Handy in a pitch, great for personal defense or a last ditch effort. At this time, they aren't as customizable as their long arm counter parts. Depending on the handgun, the player can only add suppressors, a compensator, and a laser or light of their choice. &lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
A [[Glock 19X]] under the name of &amp;quot;M19X&amp;quot; appears as the sole starting weapon of AFA operators during the Area 12 raid. It appears modified with front slide serrations, sporting its standard coyote finish and holding 18 rounds per magazine.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|350px|none|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:SCP G19X.jpg|600px|thumb|none|The left side of the 19X, with the Glock optional front slide serrations. Or in this case &amp;quot;Radian Armory&amp;quot;.]]&lt;br /&gt;
[[File:SCP G19X-2.jpg|600px|thumb|none|The other side. A tiny &amp;quot;Radian Armory&amp;quot; logo is present near the rear serrations.]]&lt;br /&gt;
[[File:SCP G19X Idle.jpg|600px|thumb|none|An AFA operator realizing that this is, in fact, a Glock.]]&lt;br /&gt;
[[File:SCP G19X Irons.jpg|600px|thumb|none|Aiming down the Glock Patridge style sights.]]&lt;br /&gt;
[[File:SCP G19X Mag Check.jpg|600px|thumb|none|Checking the standard Glock magazine.]]&lt;br /&gt;
[[File:SCP G19X inspect.jpg|600px|thumb|none|Inspecting the Glock, with its standard Glock FDE finish, indicative of the 19X.]]&lt;br /&gt;
[[File:SCP G19X BrassCheck.jpg|600px|thumb|none|Giving the Glock a brass check.]]&lt;br /&gt;
[[File:SCP G19X Inspect2.jpg|600px|thumb|none|After performing a brass check, the operator bumps the rear of the slide to make sure it seats.]]&lt;br /&gt;
[[File:SCP G19X Empty.jpg|600px|thumb|none|And after dumping his handgun wildly into shale rock, he discovers Pandemic renders empty magazine followers. A gracious improvement over the average empty void in other game's empty mags.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M18==&lt;br /&gt;
A [[SIG-Sauer P320-M18]] appears as a somewhat unused weapon, named the &amp;quot;P320&amp;quot;. At the time of writing, there currently is no way to find it in the Area 12 map, unless the player chooses to spawn with it in the Hunt or the firing range map. It carries 17 rounds in a magazine.&lt;br /&gt;
[[File:SIG P320-M18.jpg|thumb|none|350px|SIG-Sauer P320-M18 - 9x19mm. This commercial version of the M18 MHS comes in versions both with and without the manual safety of the military model.]]&lt;br /&gt;
[[File:SCP M18.jpg|600px|thumb|none|The M18 in all its glory. For better or worse, the M18 features authentic SIG Sauer brandings on the slide and frame (though the former is barely visible here).]]&lt;br /&gt;
[[File:SCP M18-2.jpg|600px|thumb|none|Right side of the M18.]]&lt;br /&gt;
[[File:SCP SIG M18 Idle.jpg|600px|thumb|none|The AFA agent enjoys range time with his FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Irons.jpg|600px|thumb|none|And its overly wide sights. The RMR plate does mean you can give it a nice RMR.]]&lt;br /&gt;
[[File:SCP SIG Sauer M18 MagCheck.jpg|600px|thumb|none|&amp;quot;Yep that's a bullet.&amp;quot;]]&lt;br /&gt;
[[File:SCP M18 Inspect.jpg|600px|thumb|none|Inspecting the M18. It is definitely appropriate for an operator in black to wield a bright FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Brass.jpg|600px|thumb|none|Tugging the slide back just enough to see the bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M18 Inspect2.jpg|600px|thumb|none|And whacking it back into battery.]]&lt;br /&gt;
[[File:SCP M18 Empty.jpg|600px|thumb|none|Revealing the empty mag. Note the &amp;quot;SIG SAUER P320 M18&amp;quot; markings, indicating that it is the commercial version.]]&lt;br /&gt;
[[File:SCP M18 Reload.jpg|600px|thumb|none|Releasing the slide, slide releases are for nerds.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
An [[FN Five-seveN]] appears sporting an FDE finish on the frame, a standard black framed variant does exist, but seems to be unusable at this time. It carries 20 round in a magazine.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|350px|thumb|none|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2.jpg|600px|thumb|none|The two-tone FN Five-SeveN. Maybe the MTF patrols wear Level IIIs?]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2-2.jpg|600px|thumb|none|Aside from the serial number, the pistol's features exactly match the Mk 2 FDE reference image above.]]&lt;br /&gt;
[[File:SCP FiveSevens.jpg|600px|thumb|none|The FDE and all-black model in the Nebulous Void of a cropped screenshot.]]&lt;br /&gt;
[[File:SCP FiveSeven Idle.jpg|600px|thumb|none|Having splurged rather than follow the rules of eco rounds, the AFA operator takes his Five-SeveN for a spin.]]&lt;br /&gt;
[[File:SCP FiveSeven Irons.jpg|600px|thumb|none|Aiming down the three dot sights.]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
[[File:SCP FiveSeven Brass.jpg|600px|thumb|none|Brass checking.]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect2.jpg|600px|thumb|none|Some hand-on-slide violence just to be safe.]]&lt;br /&gt;
[[File:SCP FiveSeven MagCheck.jpg|600px|thumb|none|Checking the magazine. The rounds loaded are the blue-tipped SS197SR, which are standard FMJs for training. While more than likely the only round the devs could get to model for the gun, this would make the penetration of the Five-SeveN less useful.]]&lt;br /&gt;
[[File:SCP FiveSeven Empty.jpg|600px|thumb|none|While they might not be the fancy SS190, they're certainly better than running empty. Which we've now done.]]&lt;br /&gt;
[[File:SCP FiveSeven Reload.jpg|600px|thumb|none|Better replace that magazine.]]&lt;br /&gt;
[[File:SCP FiveSeven SlideRelease.jpg|600px|thumb|none|And release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1 Variant==&lt;br /&gt;
An [[M1911A1]] variant appears in the game, simply referred to as a &amp;quot;1911&amp;quot; in game. It's currently a legacy weapon that can still be accessed in the Area 12 raid, and can also be found on some SCP personnel but it currently doesn't have a proper inspect or magazine check magazine. Like most pistols, it features a threaded barrel and is capable of being fitted with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:The Veteran Colt 1991A1 Series 80.jpg|350px|thumb|none|Colt 1991A1 Series 80 - .45 ACP seems to bear the most resemblance to the model in game.]]&lt;br /&gt;
[[File:Taurus PT1911.jpg|350px|thumb|none|Taurus PT 1911 - .45 ACP]]&lt;br /&gt;
[[File:SCP M1911.jpg|600px|thumb|none|The amalgam 1911, half Colt, half Kimber, all confusing. And before you ask, The &amp;quot;Wilson Arms&amp;quot; on the slide is not IRL 1911 manufacturer Wilson Combat, nor do they have a model like this.]]&lt;br /&gt;
[[File:SCP M1911-2.jpg|600px|thumb|none|Ambi safety, curved mainspring housing, no front grip stippling/checkering. Nothing that shows its exact identity, just questions after questions.]]&lt;br /&gt;
[[File:SCP M1911 Idle.jpg|600px|thumb|none|The operator wields his highly questionable M1911. Least it matches his outfit]]&lt;br /&gt;
[[File:SCP M1911 Irons.jpg|600px|thumb|none|The sights, which look like a Novak sight setup after a few sips of NyQuil.]]&lt;br /&gt;
[[File:SCP M1911 Reload.jpg|600px|thumb|none|We just need to swap mags...]]&lt;br /&gt;
[[File:SCP M1911 Reload2.jpg|600px|thumb|none|Look at the big .45 in the chamber...]]&lt;br /&gt;
[[File:SCP M1911 Slide Release.jpg|600px|thumb|none|Drop the slide and move on before it raises more questions.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
A [[Beretta M9A3]] that's simply referred to as an &amp;quot;M9&amp;quot;, is shown its factory FDE finish is found in the Area 12 raid. Like the Five seveN, there exist world models in both FDE and black, but the first person model is currently FDE. The M9A3 used to sport a black finish prior to the &amp;quot;This Is Why&amp;quot; update.&lt;br /&gt;
[[File:BerettaM9A3.jpg|350px|thumb|none|Beretta M9A3 in FDE - 9x19mm]]&lt;br /&gt;
[[File:M9A3 black.jpg|350px|thumb|none|Beretta M9A3 with its black finish - 9x19]]&lt;br /&gt;
[[File:SCP M9A3.jpg|600px|thumb|none|It's now becoming rapidly clear the AFA got all of their guns from the DoD's test pile.]]&lt;br /&gt;
[[File:SCP M9A3-2.jpg|600px|thumb|none|And that Beretta took the markings in the divorce trial.]]&lt;br /&gt;
[[File:SCP M9A3 Idle.jpg|600px|thumb|none|The AFA operator enjoying the lovely Nevada sun with his FDE Beretta.]]&lt;br /&gt;
[[File:SCP M9A3 Irons.jpg|600px|thumb|none|Aiming down the M9A3 sights, the night sight Vertec slide allowing him more than the standard Beretta 3 dot..]]&lt;br /&gt;
[[File:SCP M9A3 Inspect.jpg|600px|thumb|none|Inspecting the M9A3, with its FDE finish and actually cocked back trigger.]]&lt;br /&gt;
[[File:SCP M9A3 Brass.jpg|600px|thumb|none|A brass check reveals we do have a bullet.]]&lt;br /&gt;
[[File:SCP M9A3 MagCheck.jpg|600px|thumb|none|And one in the magazine, too.]]&lt;br /&gt;
[[File:SCP M9A3 Empty.jpg|600px|thumb|none|And even followers for our mags.]]&lt;br /&gt;
[[File:SCP M9A3 Reload.jpg|600px|thumb|none|Back to business with a quick reload...]]&lt;br /&gt;
[[File:SCP M9A3 SlideRelease.jpg|600px|thumb|none|And releasing the slide.]]&lt;br /&gt;
[[File:SPC M9A3 Black.jpg|600px|thumb|none|In the Area 12 map, the AFA operator finds a black finished M9A3 next to its former owner. Only to end up magically being in FDE once equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 360==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 360]] appears as a usable weapon, under the nomenclature of &amp;quot;360-J&amp;quot;. It deals more damage than its 9mm and .45 ACP counterparts. However, the operator exclusively fires it in Double-Action mode, and it only holds five rounds in the cylinder, it also is reloaded one round at a time.&lt;br /&gt;
[[File:S&amp;amp;W 360.jpg|300px|thumb|none|S&amp;amp;W Model 360 - .357 Magnum]]&lt;br /&gt;
[[File:SCP SW-360.jpg|600px|thumb|none|Because the smart choice to take with you in a mission against ungodly powerful monsters and rogue MTF agents is a 5 shot .357 snub nosed with no speedloaders.]]&lt;br /&gt;
[[File:SCP SW-360-2.jpg|600px|thumb|none|And a trigger that hasn't gotten the hammer's single action memo and is refusing to listen to his email.]]&lt;br /&gt;
[[File:SCP SW-360 Idle.jpg|600px|thumb|none|The AFA agent wields the 360, mildly regretting his decision.]]&lt;br /&gt;
[[File:SCP SW-360 Irons.jpg|600px|thumb|none|The low profile carry sights of a J-Frame aren't helping the matter.]]&lt;br /&gt;
[[File:SCP SW-360 Cylinder.jpg|600px|thumb|none|Checking the five-round cylinder of the S&amp;amp;W 360, praying it's at least .357 JHP's in here.]]&lt;br /&gt;
[[File:SCP SW-360 Reload.jpg|600px|thumb|none|Currently, the reload is bugged, but it does give us a good look at the actual modeled rounds going into the cylinder.]]&lt;br /&gt;
[[File:SCP SW-360 CylinderClose.jpg|600px|thumb|none|The operator gently shuts the cylinder, as opposed to flicking it shut like most games do.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Stealth Hunter==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]] is also a legacy weapon that has yet to be updated and lacks an inspect animation of its own, called the &amp;quot;Stealth Hunter&amp;quot;. It holds 6 rounds, like a standard revolver. Unlike the Model 360, the operator uses it in Single-Action mode instead. It is the most powerful sidearm to use in terms of raw firepower. Like the above revolver, it also is reloaded one round at a time as well.&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|S&amp;amp;W M629 Stealth Hunter .44 Magnum]]&lt;br /&gt;
[[File:SCP SW629.jpg|600px|thumb|none|All of the revolvers of Pandemic are currently having to tell their sears and hammers to get along and it's not working.]]&lt;br /&gt;
[[File:SCP SW629-2.jpg|600px|thumb|none|I hope they iron that out soon. Note that while this gun lacks any S&amp;amp;W branding, it still has the marketing Marcas Astradas text below the cylinder.]]&lt;br /&gt;
[[File:SCP SW-629 Idle.jpg|600px|thumb|none|What west this beast of a cannon is the fastest gun of, neither us or the AFA agent know.]]&lt;br /&gt;
[[File:SCP SW-629 Irons.jpg|600px|thumb|none|It does have better sights at the least.]]&lt;br /&gt;
[[File:SCP SW-629 CylinderCheck.jpg|600px|thumb|none|Checking the cylinder...]]&lt;br /&gt;
[[File:SCP SW-629 CloseCylinder.jpg|600px|thumb|none|&amp;quot;Looks like .44 to me!&amp;quot;]]&lt;br /&gt;
[[File:SCP SW-629 HammerPull.jpg|600px|thumb|none|Firing it does reveal that the gun is fired in SAO, bar the current trigger/hammer debacle.]]&lt;br /&gt;
[[File:SCP SW-629 Reload.jpg|600px|thumb|none|And we even have a modeled and used ejector rod!]]&lt;br /&gt;
[[File:SCP SW-629 Reload2.jpg|600px|thumb|none|But no speedloaders, MidwayUSA doesn't deliver out here at Area 12.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A4]] appears in the game, known only as an &amp;quot;MP5&amp;quot;. Accurately depicted with its polymer pictogram selector marking trigger housing, and as such it is capable of semi, burst, and automatic fire modes.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:SCP MP5A4.jpg|600px|thumb|none|Having learned they made up an MP5 for his role in &amp;quot;Modern Warfare 2&amp;quot;, a proper MP5 comes to Pandemic.]]&lt;br /&gt;
[[File:SCP MP5A4-2.jpg|600px|thumb|none|With no H&amp;amp;K markings. What they don't know, won't hurt em.]]&lt;br /&gt;
[[File:SCP MP5 Idle.jpg|600px|thumb|none|In a modern apocalypse, the AFA operator worries about his rather vintage mainline arm.]]&lt;br /&gt;
[[File:SCP MP5 Irons.jpg|600px|thumb|none|And no rail either, just a nice ol' diopter.]]&lt;br /&gt;
[[File:SCP MP5 MagCheck.jpg|600px|thumb|none|It does at least have bullets, he's got that going for him.]]&lt;br /&gt;
[[File:SCP MP5 Inspect.jpg|600px|thumb|none|But it lacks a panache...]]&lt;br /&gt;
[[File:SCP MP5 Empty.jpg|600px|thumb|none|Wait, hold up.]]&lt;br /&gt;
[[File:SCP MP5 Reload1.jpg|600px|thumb|none|Locking the charging handle back...]]&lt;br /&gt;
[[File:SCP MP5 Reload2.jpg|600px|thumb|none|Whatever will he do next?]]&lt;br /&gt;
[[File:SCP MP5 HK Slap.jpg|600px|thumb|none|YOOOOOOOOOOOOO!]]&lt;br /&gt;
&lt;br /&gt;
==Grand Power Stribog SP9 A1== &lt;br /&gt;
A [[Grand Power Stribog series|Grand Power Stribog SP9 A1]] with an A3 Tactical modular folding stock appears as an entry level SMG, found relatively early on in Area 12.&lt;br /&gt;
[[File:Stribog SP9 A1 SBT.jpg|450px|thumb|none|Grand Power Stribog SP9 A1 - 9x19mm]]&lt;br /&gt;
[[File:SCP Stribog.jpg|600px|thumb|none|The Crusade against the SCP Foundation is brought to you by the terrified actions of national governments, the combined arsenals of humanity, and viewers like you, thank you.]]&lt;br /&gt;
[[File:SCP Stribog-2.jpg|600px|thumb|none|What, were you expecting something fancier? No, it's a Stribog.]]&lt;br /&gt;
[[File:SCP Stribog Idle.jpg|600px|thumb|none|It's the PPC equivalent of a Toyota Corolla from a rental lot.]]&lt;br /&gt;
[[File:SCP Stribog Irons.jpg|600px|thumb|none|Hey, least it has decent sights, unlike the MP5.]]&lt;br /&gt;
[[File:SCP Stribog Inspect.jpg|600px|thumb|none|Inspecting the weapon reveals the dastardly AFA has given him a PCC version with a Safe-Fire selector. And his Safe position is now semi auto.]]&lt;br /&gt;
[[File:SCP Stribog MagCheck.jpg|600px|thumb|none|I suppose an extrajudicial multinational military force is allowed to break a few guns. As a treat.]]&lt;br /&gt;
[[File:SCP Stribog Empty.jpg|600px|thumb|none|Oh no, an SCP has magically stolen this operator's bullets!]]&lt;br /&gt;
[[File:SCP Stribog Reload.jpg|600px|thumb|none|Reloading, note the &amp;quot;fire&amp;quot; position acts as the full-auto on this not-a-carbine-i-assure-you SMG.]]&lt;br /&gt;
[[File:SCP Stribog Reload2.jpg|600px|thumb|none|What the ATF doesn't know won't hurt them.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90 Tactical]] was added in the recent &amp;quot;This is Why&amp;quot; update. It can be found early in Area 12. While lacking any sights on the rail by default, the offset backup sights are used until the user can add an optic.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|400px|thumb|none|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[File:SCP P90.jpg|600px|thumb|none|When gifted a P90, the AFA didn't ask or inform them of the critical question &amp;quot;what theater are you deploying in&amp;quot; since they signed the slip with &amp;quot;yes.&amp;quot;]]&lt;br /&gt;
[[File:SCP P90-2.jpg|600px|thumb|none|So the Belgians gifted them crates of FDE P90 Tacticals in the hopes that 5.7 will save the day.]]&lt;br /&gt;
[[File:SCP P90s.jpg|600px|thumb|none|It might, no one knows. Behold the currently AI exclusive BLACK P90!]]&lt;br /&gt;
[[File:SCP P90 Irons.jpg|600px|thumb|none|You don't get it. You get this. Have fun aiming it, nerd.]]&lt;br /&gt;
[[File:SCP P90 MagCheck.jpg|600px|thumb|none|A look through the translucent mag, impressive how it has modeled rounds through it. The same rounds as the earlier Five-SeveN.]]&lt;br /&gt;
[[File:SCP P90 MagCheck2.jpg|600px|thumb|none|The game tracks the number of rounds left in the magazine as well, good to know with your FMJ 5.7.]]&lt;br /&gt;
[[File:SCP P90 Empty.jpg|600px|thumb|none|The magazine is now empty. It brings you peace.]]&lt;br /&gt;
[[File:SCP P90 Reload.jpg|600px|thumb|none|But I do not want peace!]]&lt;br /&gt;
[[File:SCP P90 Reload2.jpg|600px|thumb|none|I want war!]]&lt;br /&gt;
[[File:SCP P90 Reload3.jpg|600px|thumb|none|VIOLENCE!]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A2==&lt;br /&gt;
An [[Heckler &amp;amp; Koch MP7A2]] was also added alongside the P90 Tactical in the same update. Uses 40 round magazines and can be customized like any other. &lt;br /&gt;
[[File:MP7A2.jpg|400px|thumb|none|Hecker &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:SCP MP7.jpg|600px|thumb|none|The AFA's FDE'd MP7A2. Someone couldn't get RAL8000 but Rust-oleum has a paint that's sorta close.]]&lt;br /&gt;
[[File:SCP MP7-2.jpg|600px|thumb|none|Honestly a better look than RAL &amp;quot;BABY POOPENFARTEN BROWN&amp;quot; 8000.]]&lt;br /&gt;
[[File:SCP MP7s.jpg|600px|thumb|none|The black model of the MTF to remind you what TWO MP7's look like.]]&lt;br /&gt;
[[File:SCP MP7 idle.jpg|600px|thumb|none|And there's the funny gun everybody, clap!]]&lt;br /&gt;
[[File:SCP MP7 Irons.jpg|600px|thumb|none|THE AGENT SAYS CLAP! LOOK AT HIS RAISED RIFLE SIGHTS!]]&lt;br /&gt;
[[File:SCP MP7 Inspect.jpg|600px|thumb|none|none|Good, now look at the gun!]]&lt;br /&gt;
[[File:SCP MP7 ChamberCheck.jpg|600px|thumb|none|Look at the bullet in the chamber!]]&lt;br /&gt;
[[File:SCP MP7 MagCheck.jpg|600px|thumb|none|Look at the magazine in a way that hopefully means this is filled with AP 4.6!]]&lt;br /&gt;
[[File:SCP MP7 Reload.jpg|600px|thumb|none|Put it back in the gun! Quick!]]&lt;br /&gt;
[[File:SCP MP7 BoltRelease.jpg|600px|thumb|none|They'll be shattered if they learned we skimped and sent them FMJ's AGAIN!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as a mid tier SMG, known as the &amp;quot;UMP-45&amp;quot; in game. It carries 25 rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|450px|thumb|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:SCP UMP45.jpg|600px|thumb|none|As a tactical shooter in 202X, you are contractually obligated to have a UMP-45.]]&lt;br /&gt;
[[File:SCP UMP45-2.jpg|600px|thumb|none|It's in the bylaws. Either read it correctly or contact your union rep.]]&lt;br /&gt;
[[File:SCP UMP45 Idle.jpg|600px|thumb|none|The operative holds his UMP, preparing to police this brutality.]]&lt;br /&gt;
[[File:SCP UMP45 Inspect.jpg|600px|thumb|none|Wait hang on there's an itch on my back h-]]&lt;br /&gt;
[[File:SCP UMP45 Irons.jpg|600px|thumb|none|Woah! Iron sights! No u-notch for you!]]&lt;br /&gt;
[[File:SCP UMP45 MagCheck.jpg|600px|thumb|none|You get .45 ACP at least, since you've been so polite.]]&lt;br /&gt;
[[File:SCP UMP45 BrassCheck.jpg|600px|thumb|none|Having seen the bolt release on the UMP, the operator chooses to just use the charging handle.]]&lt;br /&gt;
[[File:SCP UMP45 Empty.jpg|600px|thumb|none|You've lost .45 privileges.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] appears in the game as a high tier rifle found later in Area 12. In better lighting, it also appears to have Colt markings on the lower.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|450px|thumb|none|Mk 18 Mod 1 SOPMOD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP Mk 18.jpg|600px|thumb|none|This Mod 1 comes with the fairly bog standard setup of a Daniel Defense RIS II handguard, KAC Micro BUIS, LMT Crane Stock, Surefire SOCOM 4-Prong Flash Hider and a tan A2 pistol grip.]]&lt;br /&gt;
[[File:SCP Mk18-2.jpg|600px|thumb|none|Opposite side of the weapon. As seen on most AR-15 variants, brass marks are present on the deflector after some use. Because we have standards.]]&lt;br /&gt;
[[File:SCP Mk 18 Idle.jpg|600px|thumb|none|The operator heads out to shoot his funny gun.]]&lt;br /&gt;
[[File:SCP Mk18 Irons.jpg|600px|thumb|none|A look through the KAC irons, not unlike ''[[Insurgency: Sandstorm]]''.]]&lt;br /&gt;
[[File:SCP Mk18 Inspect.jpg|600px|thumb|none|The operator admires his Mk 18. Fittingly enough, the player models are rocking FBI UIU patches. Wonder if their HRT counterparts would get envious?]]&lt;br /&gt;
[[File:SCP Mk18 ChamberCheck.jpg|600px|thumb|none|Inspecting the chamber, confirming the modeled brass.]]&lt;br /&gt;
[[File:SCP Mk18 mag check.jpg|600px|thumb|none|The operator checks his mag, to his shock, the follower is clipping through the remaining round. Maybe the magazine is an SCP itself?]]&lt;br /&gt;
[[File:SCP Mk18 empty.jpg|600px|thumb|none|At least the follower is where it should be when empty, and it's a green anti-tilt one!]]&lt;br /&gt;
[[File:SCP Mk18 Bolt Slap.jpg|600px|thumb|none|The operator slaps the Mk18's bolt release, the reload animation is like a slightly softer version of the in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95 XB16L ==&lt;br /&gt;
An [[IWI X95|X95 XB16L]] appears, it is the first assault rifle the player finds in Area 12. There exists a black version of the rifle, but as per usual, it is currently unusable at the time of this writing.&lt;br /&gt;
[[File:Iwi x95 xb16.jpg|450px|thumb|none|IWI X95 XB16L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP X95.jpg|600px|thumb|none|Shalom.]]&lt;br /&gt;
[[File:SCP X95-2.jpg|600px|thumb|none|For an agency mostly operating in dark and tightly knit hallways underground, you'd think the MTF would use more bullpups, huh?]]&lt;br /&gt;
[[File:SCP X95 Idle.jpg|600px|thumb|none|Yep, that's a Tavor.]]&lt;br /&gt;
[[File:SCP X95 MagCheck.jpg|600px|thumb|none|Yep, those are bullets.]]&lt;br /&gt;
[[File:SCP X95 ChamberCheck.jpg|600px|thumb|none|That one is too.]]&lt;br /&gt;
[[File:SCP X95 Irons.jpg|600px|thumb|none|These are back up iron sights built into the toprail of this X95.]]&lt;br /&gt;
[[File:SCP X95 Reload.jpg|600px|thumb|none|I am stuffing a mag into this X95.]]&lt;br /&gt;
[[File:SCP X95 reload2.jpg|600px|thumb|none|Mag_inserted. Bolt_Release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Both an [[FN SCAR-H|FN SCAR-H STD]] and a SCAR-H CQC appear as usable weapon in the game, unlike most weapons, the player can actually access both FDE and black versions of the rifles. Thanks to its large caliber, it is entirely capable of dismembering and decapitating humanoid enemies in a single shot.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|450px|thumb|none|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H STD table.jpg|600px|thumb|none|Because I don't care what plates the MTF rock, I want them DEAD!]]&lt;br /&gt;
[[File:SCP SCAR-H STD-2.jpg|600px|thumb|none|No I don't care how long the rifle is, I need 7.62 NATO!]]&lt;br /&gt;
[[File:SCP SCAR-H STD.jpg|600px|thumb|none|These animations are shared between this and the CQC model, and the operative realizes his impatient behavior reflects badly on the AFA.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
[[File:SCAR-H CQC.jpg|450px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H CQC.jpg|600px|thumb|none|So back to the lab again, we get our nice black SCAR-H. Made at everyone's favorite Belgian Arms maker, Factory!]]&lt;br /&gt;
[[File:SCP SCAR-H CQC-2.jpg|600px|thumb|none|I love their SCAR-H and the Higher-Power.]]&lt;br /&gt;
[[File:SCP SCAR-H Idle.jpg|600px|thumb|none|Now that we're not going to play accidental combat limbo with a long barreled SCAR in tight corridors, let's look at the SCAR.]]&lt;br /&gt;
[[File:SCP SCAR-H Irons.jpg|600px|thumb|none|And the &amp;quot;sights&amp;quot; of the SCAR. Stop booing me.]]&lt;br /&gt;
[[File:SCP SCAR-H MagCheck.jpg|600px|thumb|none|You kids these days and your fancy jokes, in my day that pun would've gotten me loads of material.]]&lt;br /&gt;
[[File:SCP SCAR-H Inspect.jpg|600px|thumb|none|Fine, I know what you want. See these bullets?]]&lt;br /&gt;
[[File:SCP SCAR-H Reload1.jpg|600px|thumb|none|I know what you kids want, that #GucciGucciOperator stuff.]]&lt;br /&gt;
[[File:SCP SCAR-H Reload2.jpg|600px|thumb|none|Watch this totally original magflip! Absolutely not just MW 2019!.]]&lt;br /&gt;
[[File:SCP SCAR-H BoltRelease.jpg|600px|thumb|none|GNARLY!]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] and its little brother appear in the game, both have great stopping power, only just short of the SCAR-H's. Like its Battle Rifle counter part, the AK-103 is also capable of dismemberment, however this is not the case for the AK-104.&lt;br /&gt;
[[File:AK103.jpg|450px|thumb|none|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:SCP AK-103 Idle.jpg|600px|thumb|none|Somewhere in Nevada, an operator holds his AK-103.]]&lt;br /&gt;
[[File:SCP AK-103 Irons.jpg|600px|thumb|none|A gracious gift from the AFA's new Russian allies. Fresh from the crates.]]&lt;br /&gt;
[[File:SCP AK-103 BrassCheck.jpg|600px|thumb|none|And look, look!]]&lt;br /&gt;
[[File:SCP AK-103 Magcheck.jpg|600px|thumb|none|Y'see? Nice Russian ammo! Not cheap steel case! We're friends now.]]&lt;br /&gt;
[[File:SCP AK-103 Empty.jpg|600px|thumb|none|Right? Guys?]]&lt;br /&gt;
[[File:SCP AK-103 reload.jpg|600px|thumb|none|Also as part of the Tactical Gun Bylaws, you must reload an AK by slapping a loaded one against the magazine release.]]&lt;br /&gt;
[[File:SCP AK-103 Reload2.jpg|600px|thumb|none|Then doing an underhand charge of the action.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
The [[AK-104]] can be found, it's virtually identical to the AK-103&lt;br /&gt;
[[File:Ak104.jpg|450px|thumb|none|AK-104 - 7.62x39]]&lt;br /&gt;
[[File:SCP AK-104.jpg|600px|thumb|none|The AK-104 model, fitted with a Surefire 4-prong flash hider. While technically Surefire makes one in 7.62, it's unknown if it's compatible with AK pattern LH barrel treading.]]&lt;br /&gt;
[[File:SCP AK-104-2.jpg|600px|thumb|none|The other side confirms we do have a serial number, just in case.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is a late game rifle, much like its brothers. It features a higher rate of fire as opposed to its 7.62mm relative.&lt;br /&gt;
[[File:AK-74M.jpg|450px|thumb|none|AK-74M 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-74M.jpg|600px|thumb|none|The AK-74M, a fitting and reliable choice against [[Stalker_(disambiguation)#Video_Games|Eldritch]] [[Metro 2033|horrors]].]]&lt;br /&gt;
[[File:SCP AK-74M-2.jpg|600px|thumb|none|Though maintaining 5.45 logistics stateside would be a challenge.]]&lt;br /&gt;
&lt;br /&gt;
===AK-105===&lt;br /&gt;
An [[AK-105]] is also found, virtually identical to the AK-74M at this time.&lt;br /&gt;
[[File:AK-105.jpg|450px|thumb|none|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-105.jpg|600px|thumb|none|The AK-105, again with it's magic AK pattern Surefire 4-prong.]]&lt;br /&gt;
[[File:SCP AK-105-2.jpg|600px|thumb|none|Thanks, ISMC!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 21N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 21N]] appears in the game. It has &amp;quot;Galil ACE SAR&amp;quot; markings on the receiver like civilian models, but appears to have the barrel of the military ACE 21N, as well as having the corresponding three-position fire selector markings.&lt;br /&gt;
[[File:ACE 21N.jpg|thumb|none|450px|IWI US Galil ACE 21N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-22.jpg|600px|thumb|none|Oy GEVALT.]]&lt;br /&gt;
[[File:SCP ACE-22-2.jpg|600px|thumb|none|We were thankfully sent a ACE with a STANAG magwell, so we're not sourcing 40 year old surplus Galil mags.]]&lt;br /&gt;
[[File:SCP ACE-21 Idle.jpg|600px|thumb|none|Thank you IWI-USA for your bits and continued support of the war on the SCP Foundation!]]&lt;br /&gt;
[[File:SCP ACE-21 Irons.jpg|600px|thumb|none|And your relatively clean irons, you're our favorite little pogchamp!]]&lt;br /&gt;
[[File:SCP ACE-21 Inspect.jpg|600px|thumb|none|Wait this is a gun, and I'm NOT running a Twitch stream!]]&lt;br /&gt;
[[File:SCP ACE-21 Chamber.jpg|600px|thumb|none|Uh, d-duh, brass check! Bullet in chamber!]]&lt;br /&gt;
[[File:SCP ACE-21 BoltSlap.jpg|600px|thumb|none|Wisely tapping the charging handle to make sure it fully seats!]]&lt;br /&gt;
[[File:SCP ACE-21 MagCheck.jpg|600px|thumb|none|Bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 EmptyMag.jpg|600px|thumb|none|No bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload.jpg|600px|thumb|none|Put the mag in!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload2.jpg|600px|thumb|none|No you're missing the hole jus' put it in the-]]&lt;br /&gt;
[[File:SCP ACE-21 BoltPull.jpg|600px|thumb|none|Whoops! Not safe for this Christian wiki sight, let's just tug the charging handle and move on!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 22N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 22N]] also appears. It shares the same &amp;quot;ACE SAR&amp;quot; markings on the 21N.&lt;br /&gt;
[[File:ACE 22N.jpg|thumb|none|450px|IWI Galil ACE 22N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-21-1.jpg|600px|thumb|none|Here's the left side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-21-2.jpg|600px|thumb|none|Here's the right side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-22 Inspect.jpg|600px|thumb|none|Here is the 22N. Now for the moment you've all been waiting for...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as yet another loadout only weapon available on specific maps that utilize it.&lt;br /&gt;
[[File:AS Val.jpg|450px|thumb|none|AS VAL- 9x39mm]]&lt;br /&gt;
[[File:SCP AS-VAL.jpg|600px|thumb|none|The AS VAL!]]&lt;br /&gt;
[[File:SCP AS-VAL-2.jpg|600px|thumb|none|Tantalizing western gun owners since [[STALKER: Shadow of Chernobyl]]. And thanks to GRU funding...]]&lt;br /&gt;
[[File:SCP AS VAL Idle.jpg|600px|thumb|none|You get to use it against actual people! Have fun!]]&lt;br /&gt;
[[File:SCP AS VAL Irons.jpg|600px|thumb|none|A look through the AS Val's irons. Wonder this particular individual bought it from a disgruntled conscript?]]&lt;br /&gt;
[[File:SCP AS VAL Inspect.jpg|600px|thumb|none|The operator inspects his gun, it's just like his Japanese ani-. Wait this is Russian.]]&lt;br /&gt;
[[File:SCP AS VAL Chamber.jpg|600px|thumb|none|A rather perplexing and flexible way to chamber check an AK style charging handle.]]&lt;br /&gt;
[[File:SCP AS VAL MagCheck.jpg|600px|thumb|none|Having checked to see if gun have boolet, he finds it has the best boolet. SP-6/SSP boolet.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
A [[Mossberg 590]] can be found in the Area 12 raid, albeit requires some exploring. It currently lacks an inspect, chamber check, or tube check animation.&lt;br /&gt;
[[File:Mossberg590.jpg|450px|thumb|none|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[File:SCP M590.jpg|600px|thumb|none|Having gotten the recent shipment of shotguns from Bass Pro Shop, the AFA now gets its most deadly weapon!]]&lt;br /&gt;
[[File:SCP M590-2.jpg|600px|thumb|none|Modestly priced American pump shotguns!]]&lt;br /&gt;
[[File:SCP M590 Idle.jpg|600px|thumb|none|QUAKE IN FEAR, MTF UNITS! FOR I HAVE THIS FOR THE LOW LOW PRICE OF 439.99 FOR THIS WEEKEND ONLY!]]&lt;br /&gt;
[[File:SCP M590 Irons.jpg|600px|thumb|none|And now that our sponsors are satisfied, look at this ghost ring.]]&lt;br /&gt;
[[File:SCP M590 Pump.jpg|600px|thumb|none|And after we pummel ancient rock formations with 00 Buck, notice our convenient shells! Marked Buckshot!]]&lt;br /&gt;
[[File:SCP M590 Reload.jpg|600px|thumb|none|Thank you buckshot! You make the world less filled with eldritch horrors.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90 Tactical==&lt;br /&gt;
A [[Benelli M4 Super 90]] appears as a recently added weapon, it's modeled with a 5-round magazine tube, but it can somehow hold 8 rounds.&lt;br /&gt;
[[File:M4 Tactical.jpg|450px|thumb|none|Benelli M4 Tactical with a 5-round magazine tube. - 12 gauge]]&lt;br /&gt;
[[File:SCP Benelli M4.jpg|600px|thumb|none|Evidently when the AFA began acquiring weapons for their fight against the Foundation, they turned to the US Armed Forces and asked for M1014's.]]&lt;br /&gt;
[[File:SCP Benelli M4-2.jpg|600px|thumb|none|Someone missed the memo on that and the M18's.]]&lt;br /&gt;
[[File:SCP Benelli M4 world.jpg|600px|thumb|none|The Benelli's world model, showing off its 5-round magazine tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 idle.jpg|600px|thumb|none|Still, works well enough. It's a Benelli M4 after all!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Irons.jpg|600px|thumb|none|Nothing quite says &amp;quot;I'm about to scream and dump this tube of buckshot down a hallway&amp;quot; more than these iron sights!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Inspect1.jpg|600px|thumb|none|But don't take my word for it, take it from our lovely bestest buddy...]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 ChamberCheck.jpg|600px|thumb|none|Buckshot! How's it going buddy!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 TubeCheck.jpg|600px|thumb|none|Buckshot declined to comment, so we're going to press our thumb on the mag tube. This gives a vague approximation of how many shells are in the tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Reload.jpg|600px|thumb|none|Currently, the reload is bugged. The animation will always be the same, regardless if it's empty or not. The bolt automatically returns to battery the moment the animation beings to insert a shell into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
An [[M24 SWS|M24]] sniper rifle appears in the game, incorrectly referred to as the M24A3 variant. It appears to be modeled with a 5 round magazine, but can somehow hold 7 rounds. It's fitted with a set of Troy flip up BUIS sights standard, but can be fitted with a proper scope in customization. A semi-viable weapon, it's only as useful as its user behind it.  &lt;br /&gt;
[[File:M24-2.jpg|450px|thumb|none|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP M24.jpg|600px|thumb|none|The M24 in the weapon customization screen, with it's weird forward barrel rail mount for the front sight It's mildly better than MW2019's rail mounted set up.]]&lt;br /&gt;
[[File:SCP M24-2.jpg|600px|thumb|none|&amp;quot;Someone HAS informed high command that we're going to battle in tunnels right?&amp;quot;]]&lt;br /&gt;
[[File:SCP M24A3 Idle.jpg|600px|thumb|none|An AFA agent was told to &amp;quot;overwatch&amp;quot; the upper stories of Area 12, and was given this.]]&lt;br /&gt;
[[File:SCP M24A3 Inspect.jpg|600px|thumb|none|Scopes are out of the budget.]]&lt;br /&gt;
[[File:SCP M24A3 Brass.jpg|600px|thumb|none|Ammo isn't, though.]]&lt;br /&gt;
[[File:SCP M24A3 Magcheck.jpg|600px|thumb|none|And it is at least a detachable box mag M24, so it's relatively fast to reload.]]&lt;br /&gt;
[[File:SCP M24A3 Irons.jpg|600px|thumb|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:SCP M24A3 Empty.jpg|600px|thumb|none|Checking an emptied magazine, which seems to be missing a follower. Hey, they only missed one, right?]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
[[VSS Vintorez]] appears only as a loadout weapon intended for PVP or the Hunt map. It's integrally suppressed, and capable of full auto fire much like in real life. As opposed to the AS-Val, it is limited only by its 10 round magazine, and the operator can negligently empty it, if careless.&lt;br /&gt;
[[File:Vss1.jpg|450px|thumb|none|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[File:SCP VSS.jpg|600px|thumb|none|While it would be apt to make a joke about this gun being useless in tunnels, it IS at least suppressed.]]&lt;br /&gt;
[[File:SCP VSS-2.jpg|600px|thumb|none|And semi-automatic in a fairly effective cartridge. Can't have to handle the severe bullet drop of 9x39 in a tunnel.]]&lt;br /&gt;
[[File:SCP VSS Idle.jpg|600px|thumb|none|The AFA operative stands guarding a research facility. No, not that one.]]&lt;br /&gt;
[[File:SCP VSS Irons.jpg|600px|thumb|none|Iron sights, same as the AS Val.]]&lt;br /&gt;
[[File:SCP VSS MagCheck.jpg|600px|thumb|none|Checking to make sure we have that good stuff (SP-6).]]&lt;br /&gt;
[[File:SCP VSS Chamber.jpg|600px|thumb|none|That we do.]]&lt;br /&gt;
[[File:SCP VSS Empty.jpg|600px|thumb|none|And now we don't.]]&lt;br /&gt;
[[File:SCP VSS Reload.jpg|600px|thumb|none|Finally a reload. Time to go fight eldritch horrors with my California Compliant VAL.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Knights Armament Company LAMG==&lt;br /&gt;
The prototype version of the [[KAC LAMG]] appears in the game, it's found later half of the Area 12 raid. Belt fed MG, great for laying hate and dealing with crowds of zombies. It holds 100 rounds, but also takes a painfully long time to reload. The model in game is using a standard A2 style pistol grip and the M4's 6-position stock interestingly enough.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|450px|thumb|none|3D render of the KAC LAMG prototype, which the weapon in-game is based on.]]&lt;br /&gt;
[[File:SCP KAC LAMG1.jpg|600px|thumb|none|You might get rifles and SMG's from the 90's but the AFA does give you advanced early production light machine guns!]]&lt;br /&gt;
[[File:SCP KAC LAMG2.jpg|600px|thumb|none|Very useful to turn the zombified D-Class personnel and scientists into cursed mince meat.]]&lt;br /&gt;
[[File:SCP KAC LAMG.jpg|600px|thumb|none|An operator prepares to rip and tear until the belt is done with his LAMG.]]&lt;br /&gt;
[[File:SCP KAC LAMG Irons.jpg|600px|thumb|none|Comes equipped with a 100 round cloth belt box loaded with M855, KAC front and rear sights.]]&lt;br /&gt;
[[File:SCP KAC LAMG Near Empty.jpg|600px|thumb|none|A most horrific sight: almost running dry on a belt-fed MG. The game keeps track of how many rounds are left in the belt.]]&lt;br /&gt;
[[File:SCP KAC LAMG Reload.jpg|600px|thumb|none|Fortunately, a new box and fresh belt of 5.56 is at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
An [[M67 frag grenade]] appears in game as a tertiary weapon. Very useful for crowd control.&lt;br /&gt;
[[File:Baseball.jpg|350px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:SCP M67 Frag.jpg|600px|thumb|none|I believe that these need no introduction.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1545307</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1545307"/>
		<updated>2023-01-06T22:53:30Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or ''RoN'') is an upcoming tactical first-person shooter video game, being developed and published by VOID Interactive, a New Zeland based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and  fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor version, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in GFL.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:BT SPC9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN UMP45 (1).jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP.]]&lt;br /&gt;
[[File:RoN UMP idle.jpg|thumb|none|600px|The UMP45 in the shoothouse.]]&lt;br /&gt;
[[File:RoN UMP ads.jpg|thumb|none|600px|Aiming the UMP.]]&lt;br /&gt;
[[File:RoN UMP45 (2).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:RoN UMP45 (3).jpg|thumb|none|600px|The reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:RoN UMP reload.jpg|thumb|none|600px|Pushing the bolt release on the empty reload.]]&lt;br /&gt;
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|The UMP with its stock folded.]]&lt;br /&gt;
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|Ditto, in hand.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&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;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:RoN Mossberg500 loadoutmenu.jpg|thumb|none|600px|The Mossberg 500 Cruiser in the loadout menu. Due to it being a &amp;quot;long tactical&amp;quot;, it is not viewable in the modification menu.]]&lt;br /&gt;
[[File:RoN M500C Breacher (1).jpg|thumb|none|600px|The M500 breacher equipped.]]&lt;br /&gt;
[[File:RoN M500C Breacher (2).jpg|thumb|none|600px|Drawing the sight bead on a suspicious doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload1.jpg|thumb|none|600px|Reloading the Mossberg 500 after demolishing another doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload2.jpg|thumb|none|600px|Inserting a fresh shell into the breech.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload3.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, and an aftermarket pistol grip and muzzle device, and feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on an empty one.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==VKS==&lt;br /&gt;
&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. While it lacks full-auto like the TAC-700, the VKS's rails allow for a much wider bit of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It's appears to be an actual Glock 18, and not a conversion, as evidenced with the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact|SIG P250 compact]], simply named &amp;quot;P250&amp;quot; in game. It is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by the high-level suspects of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it makes a smidge of sense for Cherryessa's survivalists. A smidge.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|Always found on at least one suspect in the gas station. It's not entirely clear as to what this side-by-side in particular one is modeled after.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;, and used by low-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|450px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:RoN IthacaM37 evidence.jpg|thumb|none|600px|The Ithaca Model 37 dropped by a suspect.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled it's owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590's on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
&lt;br /&gt;
===AK series rifles===&lt;br /&gt;
A variety of AK-pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]s but also a few [[AKM]] pattern rifles as well.&lt;br /&gt;
&amp;lt;!--SPLIT UP THIS SECTION ASAP; screenshot and identify each individual suspect weapon--&amp;gt;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:RoN AKS-74U evidence.jpg|thumb|none|600px|A suspect's AKS-74U under illumination from the MP5's SureFire weapon light. It appears to have an unusual 20-round magazine.]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:RoN AKM.jpg|600px|thumb|none|A physical AKM that can sometimes be found in the hands of the terrorists in the recently finished Hospital level.]]&lt;br /&gt;
[[File:RoN AK103.jpg|600px|thumb|none|An AK-103 found from fallen Russian mobster in the Port Hokan level. Note the solid AK-74 style synthetic stock, a common sight on American-made AK-103 clones that don't have the 74M style receiver.]]&lt;br /&gt;
&lt;br /&gt;
===Armalite AR-180===&lt;br /&gt;
The [[Armalite AR-18|Armalite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:RoN AR-180-2.jpg|600px|thumb|none|Shot of the other side of the AR-180, now in better lighting and angle.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is uses by suspects in the Brisa Cove level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct triggerguard.&lt;br /&gt;
[[File:RoN AR15 1.jpg|thumb|600px|none|Judge marvels at the in-game &amp;quot;Custom AR&amp;quot; of the Brisa Cove suspects.]]&lt;br /&gt;
[[File:RoN AR15 2.jpg|thumb|600px|none|And this one that seems to stand perfectly straight on it's 20 round magazine.]]&lt;br /&gt;
[[File:RoN AR15 3.jpg|thumb|600px|none|And finally one of the right side, showing the standard AR-15 upper unlike the CSR's slickside.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in it's synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249.jpg|600px|thumb|none|The M249 found in the Brisa Cove penthouse level after subduing a room full of disgruntled veterans. ]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
&lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5 hand grenade|RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1545301</id>
		<title>SCP: 5K</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1545301"/>
		<updated>2023-01-06T22:32:01Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Hey, the unintended side effects of Benadryl, forgetting the rules of grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = SCP: Pandemic&lt;br /&gt;
|picture =SCP-P.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|series= SCP&lt;br /&gt;
|date= Feb 2, 2022&lt;br /&gt;
|developer=Affray Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''SCP: Pandemic''''' , also known as '''''SCP:5K''''', is an upcoming science fiction, first person, cooperative, tactical, survival horror shooter. Developed and published by Affray Interactive. The game is based on the story and characters of the [https://scp-wiki.wikidot.com/ SCP Foundation] online collaborative writing project, specifically the story of &amp;quot;[https://scp-wiki.wikidot.com/scp-5000 SCP-5000]&amp;quot; by Tanhony.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;SCP-5000&amp;quot;, the SCP Foundation, a global clandestine organization responsible for containing supernatural threats, has unexpectedly become a rogue anti-human organization dedicated to the destruction of humanity, and began unleashing its contained anomalous creatures in an attempt to destroy the world. ''SCP: Pandemic'' expands on the basic storyline and sees the player become a member of the newly formed AFA (Anti-Foundation Alliance), comprising of members of the UNGOC (United Nations Global Occult Coalition), American FBI Unusual Incidents Unit, Russian GRU Division P, and Japanese Public Security Intelligence Agency Anomalous Problems Division.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of its current build, the only main SCP in the game is SCP-173. The most common enemies faced in the game are zombies created by an unknown SCP entity, players will also face against surviving SCP Foundation guards (possibly Mobile Task Force operatives), as well as some surviving D-Class test subjects. All factions/groups of which are hostile to one another, and can result in a three-way battle in certain situations. Later additions are expected to be added in the future, and as such, this article will be updated as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
While the game is a work in progress, it features mostly polished, and high fidelity weapons models and animations. One interesting point is that in its infancy, the game was a modified version of ''[[Squad]]''. The updated animations were made by some members who originally worked on the famous ''ISMC'' mod for ''[[Insurgency Sandstorm]]'', as well as some animations having attention to detail put into them. While not every single weapon has it, it is only a matter of time until they are given a facelift. Virtually every firearm featured in this game has both an inspect and magazine check animation, (with the exception of some others that appear to not have been animated yet at the time of this entry.) these can be achieved by simply tapping &amp;quot;R&amp;quot; once on a fully loaded magazine, and a magazine check can be performed by holding said key. It can also be used to see the number of magazines that are left in reserve. &lt;br /&gt;
[[File:Scp-g19-trigger-discipline.jpg|550px|thumb|none|An example of a detail: An AFA operator showing trigger discipline with a Glock 19X after a moment of ceasefire.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
The basic backup weapon. Handy in a pitch, great for personal defense or a last ditch effort. At this time, they aren't as customizable as their long arm counter parts. Depending on the handgun, the player can only add suppressors, a compensator, and a laser or light of their choice. &lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
A [[Glock 19X]] under the name of &amp;quot;M19X&amp;quot; appears as the sole starting weapon of AFA operators during the Area 12 raid. It appears modified with front slide serrations, sporting its standard coyote finish and holding 18 rounds per magazine.   &lt;br /&gt;
[[File:Glock 19X.jpg|thumb|350px|none|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:SCP G19X.jpg|600px|thumb|none|The left side of the 19X, with the Glock optional front slide serrations. Or in this case &amp;quot;Radian Armory&amp;quot;.]]&lt;br /&gt;
[[File:SCP G19X-2.jpg|600px|thumb|none|The other side looking like a stock Glock except with a widdle itty bitty Radian logo so you don't realize it's a Glock.]]&lt;br /&gt;
[[File:SCP G19X Idle.jpg|600px|thumb|none|An AFA operator realizing that this is, in fact, a Glock.]]&lt;br /&gt;
[[File:SCP G19X Irons.jpg|600px|thumb|none|Including normal Glock Patridge style sights.]]&lt;br /&gt;
[[File:SCP G19X Mag Check.jpg|600px|thumb|none|And a standard Glock magazine.]]&lt;br /&gt;
[[File:SCP G19X inspect.jpg|600px|thumb|none|And a standard Glock FDE finish, indicative of the 19X. The AFA likes all the DoD contract failures for their armory.]]&lt;br /&gt;
[[File:SCP G19X BrassCheck.jpg|600px|thumb|none|Giving the Absolutely-Not-Glock a brass check.]]&lt;br /&gt;
[[File:SCP G19X Inspect2.jpg|600px|thumb|none|After performing a brass check, the operator bumps the rear of the slide to make sure it seats.]]&lt;br /&gt;
[[File:SCP G19X Empty.jpg|600px|thumb|none|And after dumping his handgun wildly into shale rock, he discovers Pandemic renders empty magazine followers. A gracious improvement over the average empty void in other game's empty mags.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M18==&lt;br /&gt;
A [[SIG-Sauer P320-M18]] appears as a somewhat unused weapon, named the &amp;quot;P320&amp;quot;. At the time of writing, there currently is no way to find it in the Area 12 map, unless the player chooses to spawn with it in the Hunt or the firing range map. It carries 17 rounds in a magazine.&lt;br /&gt;
[[File:SIG P320-M18.jpg|thumb|none|350px|SIG-Sauer P320-M18 - 9x19mm. This commercial version of the M18 MHS comes in versions both with and without the manual safety of the military model.]]&lt;br /&gt;
[[File:SCP M18.jpg|600px|thumb|none|The M18 in all its glory, probably pilfered from the nearest NG barracks.]]&lt;br /&gt;
[[File:SCP M18-2.jpg|600px|thumb|none|Unlike the &amp;quot;Radian 19X&amp;quot;, this does have some SIG branding, albeit a blanked slide to avoid a big lawsuit. The frame is a non serialized component, so we can't be sued.]]&lt;br /&gt;
[[File:SCP SIG M18 Idle.jpg|600px|thumb|none|Having outrun the wraith of copyright lawyers, the AFA agent enjoys range time with his FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Irons.jpg|600px|thumb|none|And its overly wide sights. The RMR plate does mean you can give it a nice RMR.]]&lt;br /&gt;
[[File:SCP SIG Sauer M18 MagCheck.jpg|600px|thumb|none|&amp;quot;Yep that's a bullet.&amp;quot;]]&lt;br /&gt;
[[File:SCP M18 Inspect.jpg|600px|thumb|none|It must be said that it's a good fit for an operator in black to wield a brightly FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Brass.jpg|600px|thumb|none|Tugging the slide back just enough to see the bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M18 Inspect2.jpg|600px|thumb|none|And whacking it back into battery.]]&lt;br /&gt;
[[File:SCP M18 Empty.jpg|600px|thumb|none|Revealing the empty mag, this photo shows us that we DO HAVE FULL INFORMATION ON THE SLIDE (showing us this is a commercial P320 M18 and not a military issue one).]]&lt;br /&gt;
[[File:SCP M18 Reload.jpg|600px|thumb|none|RUN AGENT! RACK THE SLIDE HOME AND DON'T LET ANYONE GET YOU!.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
An [[FN Five-seveN]] appears sporting an FDE finish on the frame, a standard black framed variant does exist, but seems to be unusable at this time. It carries 20 round in a magazine.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|350px|thumb|none|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2.jpg|600px|thumb|none|The two-tone FN Five-SeveN. Because MTF patrols wear Level IIIs.]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2-2.jpg|600px|thumb|none|It matches the photo of the Mk 2 FDE model we have here on IMFDB, which is more than likely the basis of the model.]]&lt;br /&gt;
[[File:SCP FiveSevens.jpg|600px|thumb|none|The FDE and all-black model in the Nebulous Void, which knowing SCP lore is called SCP-490104306t01-5.]]&lt;br /&gt;
[[File:SCP FiveSeven Idle.jpg|600px|thumb|none|Having splurged rather than follow the rules of eco rounds, the AFA operator takes his Five-SeveN for a spin.]]&lt;br /&gt;
[[File:SCP FiveSeven Irons.jpg|600px|thumb|none|OoooooOOOOOOOoooo three dot sights!]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect.jpg|600px|thumb|none|OooooooOOOOOOOOoooo picatinny accessory rail!]]&lt;br /&gt;
[[File:SCP FiveSeven Brass.jpg|600px|thumb|none|OoooooooOOOOOOOOOoooo bullet in the chamber!]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect2.jpg|600px|thumb|none|OooooooOOOOOOOoooo violence!]]&lt;br /&gt;
[[File:SCP FiveSeven MagCheck.jpg|600px|thumb|none|OOO-. Oh wait, that's just SS197SR. Standard FMJs for training. While more than likely the only round the devs could get to model for the gun, this would make the penetration of the Five-SeveN less useful.]]&lt;br /&gt;
[[File:SCP FiveSeven Empty.jpg|600px|thumb|none|Fiiiiiiiiiiiiiine, no fun allowed.]]&lt;br /&gt;
[[File:SCP FiveSeven Reload.jpg|600px|thumb|none|Can't have anything fun in this organization!]]&lt;br /&gt;
[[File:SCP FiveSeven SlideRelease.jpg|600px|thumb|none|In angsty rage over no SS109, the AFA operative goes back to sad plinking.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1 Variant==&lt;br /&gt;
An [[M1911A1]] variant appears in the game, simply referred to as a &amp;quot;1911&amp;quot; in game. It's currently a legacy weapon that can still be accessed in the Area 12 raid, and can also be found on some SCP personnel but it currently doesn't have a proper inspect or magazine check magazine. Like most pistols, it features a threaded barrel and is capable of being fitted with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:The Veteran Colt 1991A1 Series 80.jpg|350px|thumb|none|Colt 1991A1 Series 80 - .45 ACP seems to bear the most resemblance to the model in game.]]&lt;br /&gt;
[[File:Taurus PT1911.jpg|350px|thumb|none|Taurus PT 1911 - .45 ACP]]&lt;br /&gt;
[[File:SCP M1911.jpg|600px|thumb|none|The amalgam 1911, half Colt, half Kimber, all confusing. And no, that's not the Wilson you think it is.]]&lt;br /&gt;
[[File:SCP M1911-2.jpg|600px|thumb|none|We do have an ambi safety, albeit no straight mainspring housing, front grip stippling/checkering or ANYTHING THAT TELLS US...]]&lt;br /&gt;
[[File:SCP M1911 Idle.jpg|600px|thumb|none|WHAT THIS IS!]]&lt;br /&gt;
[[File:SCP M1911 Irons.jpg|600px|thumb|none|The sights, which look like a Novak sight setup after a few sips of NyQuil.]]&lt;br /&gt;
[[File:SCP M1911 Reload.jpg|600px|thumb|none|We just need to swap mags...]]&lt;br /&gt;
[[File:SCP M1911 Reload2.jpg|600px|thumb|none|Look at the big .45 in the chamber...]]&lt;br /&gt;
[[File:SCP M1911 Slide Release.jpg|600px|thumb|none|Drop the slide and move on before it raises more questions.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
A [[Beretta M9A3]] that's simply referred to as an &amp;quot;M9&amp;quot;, is shown its factory FDE finish is found in the Area 12 raid. Like the Five seveN, there exist world models in both FDE and black, but the first person model is currently FDE. The M9A3 used to sport a black finish prior to the &amp;quot;This Is Why&amp;quot; update.&lt;br /&gt;
[[File:BerettaM9A3.jpg|350px|thumb|none|Beretta M9A3 in FDE - 9x19mm]]&lt;br /&gt;
[[File:M9A3 black.jpg|350px|thumb|none|Beretta M9A3 with its black finish - 9x19]]&lt;br /&gt;
[[File:SCP M9A3.jpg|600px|thumb|none|It's now becoming rapidly clear the AFA got all of their guns from the DoD's test pile.]]&lt;br /&gt;
[[File:SCP M9A3-2.jpg|600px|thumb|none|And that Beretta took the markings in the divorce trial.]]&lt;br /&gt;
[[File:SCP M9A3 Idle.jpg|600px|thumb|none|Following a lengthy court battle, the AFA finally gets his M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Irons.jpg|600px|thumb|none|Due to the previous legal kerfuffle, we at IMFDB are obligated to call this gun an M9. Such as these normal M9 sights.]]&lt;br /&gt;
[[File:SCP M9A3 Inspect.jpg|600px|thumb|none|And the normal Bruniton finish of an M9, not the FDE of the M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Brass.jpg|600px|thumb|none|Or this normal bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M9A3 MagCheck.jpg|600px|thumb|none|And in the magazine.]]&lt;br /&gt;
[[File:SCP M9A3 Empty.jpg|600px|thumb|none|And in the follower of a normal M9 mag, not the special 17 round Vertec mag of the M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Reload.jpg|600px|thumb|none|We're going to put the mag in the gun.]]&lt;br /&gt;
[[File:SCP M9A3 SlideRelease.jpg|600px|thumb|none|And not ask questions.]]&lt;br /&gt;
[[File:SPC M9A3 Black.jpg|600px|thumb|none|In the Area 12 map, the AFA operator finds a black finished M9A3 next to its former owner. Only to end up magically being in FDE once equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 360==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 360]] appears as a usable weapon, under the nomenclature of &amp;quot;360-J&amp;quot;. It deals more damage than its 9mm and .45 ACP counter parts. However, the operator exclusively fires it in Double-Action mode, and it only holds five rounds in the cylinder, it also is reloaded one round at a time.&lt;br /&gt;
[[File:S&amp;amp;W 360.jpg|300px|thumb|none|S&amp;amp;W Model 360 - .357 Magnum]]&lt;br /&gt;
[[File:SCP SW-360.jpg|600px|thumb|none|Because the smart choice to take with you in a mission against ungodly powerful monsters and rogue MTF agents is a 5 shot .357 snub nosed with no speed loaders.]]&lt;br /&gt;
[[File:SCP SW-360-2.jpg|600px|thumb|none|And a trigger that hasn't gotten the hammer's single action memo and is refusing to listen to his email.]]&lt;br /&gt;
[[File:SCP SW-360 Idle.jpg|600px|thumb|none|Having traded a P345 to some weird doctor at base, the AFA agents mildly regrets his decision.]]&lt;br /&gt;
[[File:SCP SW-360 Irons.jpg|600px|thumb|none|The low profile carry sights of a J-Frame aren't helping the matter.]]&lt;br /&gt;
[[File:SCP SW-360 Cylinder.jpg|600px|thumb|none|Checking the five-round cylinder of the S&amp;amp;W 360, praying it's at least .357 JHP's in here.]]&lt;br /&gt;
[[File:SCP SW-360 Reload.jpg|600px|thumb|none|Currently, the reload is bugged, but it does give us a good look at the actual modeled rounds going into the cylinder.]]&lt;br /&gt;
[[File:SCP SW-360 CylinderClose.jpg|600px|thumb|none|Very similar to the screen above, the operator beings to gently closes the cylinder, as opposed to flicking it back in place like how most games do. Which is recommended as it can potentially damage the crane.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Stealth Hunter==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]] is also a legacy weapon that has yet to be updated and lacks an inspect animation of its own, called the &amp;quot;Stealth Hunter&amp;quot;. It holds 6 rounds, like a standard revolver. Unlike the Model 360, the operator uses it in Single-Action mode instead. It is the most powerful sidearm to use in terms of raw firepower. Like the above revolver, it also is reloaded one round at a time as well.&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|S&amp;amp;W M629 Stealth Hunter .44 Magnum]]&lt;br /&gt;
[[File:SCP SW629.jpg|600px|thumb|none|All of the revolvers of Pandemic are currently having to tell their sears and hammers to get along and it's not working.]]&lt;br /&gt;
[[File:SCP SW629-2.jpg|600px|thumb|none|I hope they iron that out soon. Note that while this gun lacks any S&amp;amp;W branding, it still has the marketing Marcas Astradas text above the cylinder.]]&lt;br /&gt;
[[File:SCP SW-629 Idle.jpg|600px|thumb|none|What west this beast of a cannon is the fastest gun of, neither us or the AFA agent know.]]&lt;br /&gt;
[[File:SCP SW-629 Irons.jpg|600px|thumb|none|It does have better sights at the least.]]&lt;br /&gt;
[[File:SCP SW-629 CylinderCheck.jpg|600px|thumb|none|Checking the cylinder...]]&lt;br /&gt;
[[File:SCP SW-629 CloseCylinder.jpg|600px|thumb|none|&amp;quot;Looks like .44 to me!&amp;quot;]]&lt;br /&gt;
[[File:SCP SW-629 HammerPull.jpg|600px|thumb|none|Firing it does reveal that the gun is fired in SAO, bar the current trigger/hammer debacle.]]&lt;br /&gt;
[[File:SCP SW-629 Reload.jpg|600px|thumb|none|And we even have a modeled and used ejector rod!]]&lt;br /&gt;
[[File:SCP SW-629 Reload2.jpg|600px|thumb|none|But no speedloaders, MidwayUSA doesn't deliver out here at Area 12.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A4]] appears in the game, known only as an &amp;quot;MP5&amp;quot;. Accurately depicted with its polymer pictogram selector marking trigger housing, and as such it is capable of semi, burst, and automatic fire modes.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:SCP MP5A4.jpg|600px|thumb|none|Having learned they made up an MP5 for his role in &amp;quot;Modern Warfare 2&amp;quot;, a proper MP5 comes to Pandemic.]]&lt;br /&gt;
[[File:SCP MP5A4-2.jpg|600px|thumb|none|With no H&amp;amp;K markings. What they don't know, won't hurt em.]]&lt;br /&gt;
[[File:SCP MP5 Idle.jpg|600px|thumb|none|In a modern apocalypse, the AFA operator worries about his rather vintage mainline arm.]]&lt;br /&gt;
[[File:SCP MP5 Irons.jpg|600px|thumb|none|And no rail either, just a nice ol' diopter.]]&lt;br /&gt;
[[File:SCP MP5 MagCheck.jpg|600px|thumb|none|It does at least have bullets, he's got that going for him.]]&lt;br /&gt;
[[File:SCP MP5 Inspect.jpg|600px|thumb|none|But it lacks a panache...]]&lt;br /&gt;
[[File:SCP MP5 Empty.jpg|600px|thumb|none|Wait, hold up.]]&lt;br /&gt;
[[File:SCP MP5 Reload1.jpg|600px|thumb|none|Locking the charging handle back...]]&lt;br /&gt;
[[File:SCP MP5 Reload2.jpg|600px|thumb|none|Whatever will he do next?]]&lt;br /&gt;
[[File:SCP MP5 HK Slap.jpg|600px|thumb|none|YOOOOOOOOOOOOO!]]&lt;br /&gt;
&lt;br /&gt;
==Grand Power Stribog SP9 A1== &lt;br /&gt;
A [[Grand Power Stribog series|Grand Power Stribog SP9 A1]] with an A3 Tactical modular folding stock appears as an entry level SMG, found relatively early on in Area 12.&lt;br /&gt;
[[File:Stribog SP9 A1 SBT.jpg|450px|thumb|none|Grand Power Stribog SP9 A1 - 9x19mm]]&lt;br /&gt;
[[File:SCP Stribog.jpg|600px|thumb|none|The Crusade against the SCP Foundation is brought to you by the terrified actions of national governments, the combined arsenals of humanity, and viewers like you, thank you.]]&lt;br /&gt;
[[File:SCP Stribog-2.jpg|600px|thumb|none|What, were you expecting something fancier? No, it's a Stribog.]]&lt;br /&gt;
[[File:SCP Stribog Idle.jpg|600px|thumb|none|It's the PPC equivalent of a Toyota Corolla from a rental lot.]]&lt;br /&gt;
[[File:SCP Stribog Irons.jpg|600px|thumb|none|Hey, least it has decent sights, unlike the MP5.]]&lt;br /&gt;
[[File:SCP Stribog Inspect.jpg|600px|thumb|none|Inspecting the weapon reveals the dastardly AFA has given him a PCC version with a Safe-Fire selector. And his Safe position is now semi auto.]]&lt;br /&gt;
[[File:SCP Stribog MagCheck.jpg|600px|thumb|none|I suppose an extrajudicial multinational military force is allowed to break a few guns. As a treat.]]&lt;br /&gt;
[[File:SCP Stribog Empty.jpg|600px|thumb|none|Oh no, an SCP has magically stolen this operator's bullets!]]&lt;br /&gt;
[[File:SCP Stribog Reload.jpg|600px|thumb|none|Reloading, note the &amp;quot;fire&amp;quot; position acts as the full-auto on this not-a-carbine-i-assure-you SMG.]]&lt;br /&gt;
[[File:SCP Stribog Reload2.jpg|600px|thumb|none|What the ATF doesn't know won't hurt them.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90 Tactical]] was added in the recent &amp;quot;This is Why&amp;quot; update. It can be found early in Area 12. While lacking any sights on the rail by default, the offset backup sights are used until the user can add an optic.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|400px|thumb|none|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[File:SCP P90.jpg|600px|thumb|none|When gifted a P90, the AFA didn't ask or inform them of the critical question &amp;quot;what theater are you deploying in&amp;quot; since they signed the slip with &amp;quot;yes.&amp;quot;]]&lt;br /&gt;
[[File:SCP P90-2.jpg|600px|thumb|none|So the Belgians gifted them crates of FDE P90 Tacticals in the hopes that 5.7 will save the day.]]&lt;br /&gt;
[[File:SCP P90s.jpg|600px|thumb|none|It might, no one knows. Behold the currently AI exclusive BLACK P90!]]&lt;br /&gt;
[[File:SCP P90 Irons.jpg|600px|thumb|none|You don't get it. You get this. Have fun aiming it, nerd.]]&lt;br /&gt;
[[File:SCP P90 MagCheck.jpg|600px|thumb|none|A look through the translucent mag, impressive how it has modeled rounds through it. The same rounds as the earlier Five-SeveN.]]&lt;br /&gt;
[[File:SCP P90 MagCheck2.jpg|600px|thumb|none|The game tracks the number of rounds left in the magazine as well, good to know with your FMJ 5.7.]]&lt;br /&gt;
[[File:SCP P90 Empty.jpg|600px|thumb|none|The magazine is now empty. It brings you peace.]]&lt;br /&gt;
[[File:SCP P90 Reload.jpg|600px|thumb|none|But I do not want peace!]]&lt;br /&gt;
[[File:SCP P90 Reload2.jpg|600px|thumb|none|I want war!]]&lt;br /&gt;
[[File:SCP P90 Reload3.jpg|600px|thumb|none|VIOLENCE!]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A2==&lt;br /&gt;
An [[Heckler &amp;amp; Koch MP7A2]] was also added alongside the P90 Tactical in the same update. Uses 40 round magazines and can be customized like any other. &lt;br /&gt;
[[File:MP7A2.jpg|400px|thumb|none|Hecker &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:SCP MP7.jpg|600px|thumb|none|The AFA's FDE'd MP7A2. Someone couldn't get RAL8000 but Rust-oleum has a paint that's sorta close.]]&lt;br /&gt;
[[File:SCP MP7-2.jpg|600px|thumb|none|Honestly a better look than RAL &amp;quot;BABY POOPENFARTEN BROWN&amp;quot; 8000.]]&lt;br /&gt;
[[File:SCP MP7s.jpg|600px|thumb|none|The black model of the MTF to remind you what TWO MP7's look like.]]&lt;br /&gt;
[[File:SCP MP7 idle.jpg|600px|thumb|none|And there's the funny gun everybody, clap!]]&lt;br /&gt;
[[File:SCP MP7 Irons.jpg|600px|thumb|none|THE AGENT SAYS CLAP! LOOK AT HIS RAISED RIFLE SIGHTS!]]&lt;br /&gt;
[[File:SCP MP7 Inspect.jpg|600px|thumb|none|none|Good, now look at the gun!]]&lt;br /&gt;
[[File:SCP MP7 ChamberCheck.jpg|600px|thumb|none|Look at the bullet in the chamber!]]&lt;br /&gt;
[[File:SCP MP7 MagCheck.jpg|600px|thumb|none|Look at the magazine in a way that hopefully means this is filled with AP 4.6!]]&lt;br /&gt;
[[File:SCP MP7 Reload.jpg|600px|thumb|none|Put it back in the gun! Quick!]]&lt;br /&gt;
[[File:SCP MP7 BoltRelease.jpg|600px|thumb|none|They'll be shattered if they learned we skimped and sent them FMJ's AGAIN!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as a mid tier SMG, known as the &amp;quot;UMP-45&amp;quot; in game. It carries 25 rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|450px|thumb|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:SCP UMP45.jpg|600px|thumb|none|As a tactical shooter in 202X, you are contractually obligated to have a UMP-45.]]&lt;br /&gt;
[[File:SCP UMP45-2.jpg|600px|thumb|none|It's in the bylaws. Either read it correctly or contact your union rep.]]&lt;br /&gt;
[[File:SCP UMP45 Idle.jpg|600px|thumb|none|The operative holds his UMP, preparing to police this brutality.]]&lt;br /&gt;
[[File:SCP UMP45 Inspect.jpg|600px|thumb|none|Wait hang on there's an itch on my back h-]]&lt;br /&gt;
[[File:SCP UMP45 Irons.jpg|600px|thumb|none|Woah! Iron sights! No u-notch for you!]]&lt;br /&gt;
[[File:SCP UMP45 MagCheck.jpg|600px|thumb|none|You get .45 ACP at least, since you've been so polite.]]&lt;br /&gt;
[[File:SCP UMP45 BrassCheck.jpg|600px|thumb|none|Having seen the bolt release on the UMP, the operator chooses to just use the charging handle.]]&lt;br /&gt;
[[File:SCP UMP45 Empty.jpg|600px|thumb|none|You've lost .45 privileges.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] appears in the game as a high tier rifle found later in Area 12. In better lighting, it also appears to have Colt markings on the lower.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|450px|thumb|none|Mk 18 Mod 1 SOPMOD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP Mk 18.jpg|600px|thumb|none|Hey r/Guns, look at my new build! By default, it's pre-fitted with a Daniel Defense RIS II handguard, KAC Micro BUIS, LMT Crane Stock, Surefire SOCOM 4-Prong Flash Hider and a tan A2 pistol grip.]]&lt;br /&gt;
[[File:SCP Mk18-2.jpg|600px|thumb|none|Opposite side of the weapon. As seen on most AR-15 variants, brass marks are present on the deflector after some use. Because we have standards.]]&lt;br /&gt;
[[File:SCP Mk 18 Idle.jpg|600px|thumb|none|After many glorious bits of Reddit gold, the operator heads out to shoot his funny gun.]]&lt;br /&gt;
[[File:SCP Mk18 Irons.jpg|600px|thumb|none|A look through the KAC irons. Seems to be inspired by MW 2019, don't you think? Imitation is the most sincere form of flattery.]]&lt;br /&gt;
[[File:SCP Mk18 Inspect.jpg|600px|thumb|none|The operator admires his Mk 18. Fittingly enough, the player models are rocking FBI UIU patches. Wonder if their HRT counterparts would get envious?]]&lt;br /&gt;
[[File:SCP Mk18 ChamberCheck.jpg|600px|thumb|none|Checking the chamber of the Mk 18|Inspecting the chamber, confirming the modeled brass.]]&lt;br /&gt;
[[File:SCP Mk18 mag check.jpg|600px|thumb|none|The operator checks his mag, to his shock, the follower is clipping through the remaining round. Maybe the magazine is an SCP itself?]]&lt;br /&gt;
[[File:SCP Mk18 empty.jpg|600px|thumb|none|At least the follower is where it should be when empty, and it's a green anti-tilt one!]]&lt;br /&gt;
[[File:SCP Mk18 Bolt Slap.jpg|600px|thumb|none|The operator slaps the Mk18's bolt release, the reload animation is like a slightly softer version of the in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95 XB16L ==&lt;br /&gt;
An [[IWI X95|X95 XB16L]] appears, it is the first assault rifle the player finds in Area 12. There exists a black version of the rifle, but as per usual, it is currently unusable at the time of this writing.&lt;br /&gt;
[[File:Iwi x95 xb16.jpg|450px|thumb|none|IWI X95 XB16L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP X95.jpg|600px|thumb|none|Shalom.]]&lt;br /&gt;
[[File:SCP X95-2.jpg|600px|thumb|none|For an agency mostly operating in dark and tightly knit hallways underground, you'd think the MTF would use more bullpups, huh?]]&lt;br /&gt;
[[File:SCP X95 Idle.jpg|600px|thumb|none|Yep, that's a Tavor.]]&lt;br /&gt;
[[File:SCP X95 MagCheck.jpg|600px|thumb|none|Yep, those are bullets.]]&lt;br /&gt;
[[File:SCP X95 ChamberCheck.jpg|600px|thumb|none|That one is too.]]&lt;br /&gt;
[[File:SCP X95 Irons.jpg|600px|thumb|none|These are back up iron sights built into the toprail of this X95.]]&lt;br /&gt;
[[File:SCP X95 Reload.jpg|600px|thumb|none|I am stuffing a mag into this X95.]]&lt;br /&gt;
[[File:SCP X95 reload2.jpg|600px|thumb|none|Mag_inserted. Bolt_Release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Both an [[FN SCAR-H|FN SCAR-H STD]] and a SCAR-H CQC appear as usable weapon in the game, unlike most weapons, the player can actually access both FDE and black versions of the rifles. Thanks to its large caliber, it is entirely capable of dismembering and decapitating humanoid enemies in a single shot.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|450px|thumb|none|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H STD table.jpg|600px|thumb|none|Because I don't care what plates the MTF rock, I want them DEAD!]]&lt;br /&gt;
[[File:SCP SCAR-H STD-2.jpg|600px|thumb|none|No I don't care how long the rifle is, I need 7.62 NATO!]]&lt;br /&gt;
[[File:SCP SCAR-H STD.jpg|600px|thumb|none|These animations are shared between this and the CQC model, and the operative realizes his impatient behavior reflects badly on the AFA.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
[[File:SCAR-H CQC.jpg|450px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H CQC.jpg|600px|thumb|none|So back to the lab again, we get our nice black SCAR-H. Made at everyone's favorite Belgian Arms maker, Factory!]]&lt;br /&gt;
[[File:SCP SCAR-H CQC-2.jpg|600px|thumb|none|I love their SCAR-H and the Higher-Power.]]&lt;br /&gt;
[[File:SCP SCAR-H Idle.jpg|600px|thumb|none|Now that we're not going to play accidental combat limbo with a long barreled SCAR in tight corridors, let's look at the SCAR.]]&lt;br /&gt;
[[File:SCP SCAR-H Irons.jpg|600px|thumb|none|And the &amp;quot;sights&amp;quot; of the SCAR. Stop booing me.]]&lt;br /&gt;
[[File:SCP SCAR-H MagCheck.jpg|600px|thumb|none|You kids these days and your fancy jokes, in my day that pun would've gotten me loads of material.]]&lt;br /&gt;
[[File:SCP SCAR-H Inspect.jpg|600px|thumb|none|Fine, I know what you want. See these bullets?]]&lt;br /&gt;
[[File:SCP SCAR-H Reload1.jpg|600px|thumb|none|I know what you kids want, that #GucciGucciOperator stuff.]]&lt;br /&gt;
[[File:SCP SCAR-H Reload2.jpg|600px|thumb|none|Watch this totally original magflip! Absolutely not just MW 2019!.]]&lt;br /&gt;
[[File:SCP SCAR-H BoltRelease.jpg|600px|thumb|none|GNARLY!]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] and its little brother appear in the game, both have great stopping power, only just short of the SCAR-H's. Like its Battle Rifle counter part, the AK-103 is also capable of dismemberment, however this is not the case for the AK-104.&lt;br /&gt;
[[File:AK103.jpg|450px|thumb|none|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:SCP AK-103 Idle.jpg|600px|thumb|none|Somewhere in Nevada, an operator holds his AK-103.]]&lt;br /&gt;
[[File:SCP AK-103 Irons.jpg|600px|thumb|none|A gracious gift from the AFA's new Russian allies. Fresh from the crates.]]&lt;br /&gt;
[[File:SCP AK-103 BrassCheck.jpg|600px|thumb|none|And look, look!]]&lt;br /&gt;
[[File:SCP AK-103 Magcheck.jpg|600px|thumb|none|Y'see? Nice Russian ammo! Not cheap steel case! We're friends now.]]&lt;br /&gt;
[[File:SCP AK-103 Empty.jpg|600px|thumb|none|Right? Guys?]]&lt;br /&gt;
[[File:SCP AK-103 reload.jpg|600px|thumb|none|Also as part of the Tactical Gun Bylaws, you must reload an AK by slapping a loaded one against the magazine release.]]&lt;br /&gt;
[[File:SCP AK-103 Reload2.jpg|600px|thumb|none|Then doing an underhand charge of the action.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
The [[AK-104]] can be found, it's virtually identical to the AK-103&lt;br /&gt;
[[File:AK104.jpg|450px|thumb|none|AK-104 - 7.62x39]]&lt;br /&gt;
[[File:SCP AK-104.jpg|600px|thumb|none|AK-104, who needs a flashbang when this exists?]]&lt;br /&gt;
[[File:SCP AK-104-2.jpg|600px|thumb|none|Until they add AKS-74U's.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is a late game rifle, much like it's brothers. It features a higher rate of fire as opposed to its 7.62mm relative.&lt;br /&gt;
[[File:AK-74M.jpg|450px|thumb|none|AK-74M 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-74M.jpg|600px|thumb|none|Now you too can be a loss Russian conscript, who has magically gotten to Nevada.]]&lt;br /&gt;
[[File:SCP AK-74M-2.jpg|600px|thumb|none|Have fun finding 5.45 state-side, nerd.]]&lt;br /&gt;
&lt;br /&gt;
===AK-105===&lt;br /&gt;
An [[AK-105]] is also found, virtually identical to the AK-74M at this time.&lt;br /&gt;
[[File:AK-105.jpg|450px|thumb|none|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-105.jpg|600px|thumb|none|Now that the contractual snarkiness and self referential humor is over, I would like to say this modeling is very nice.]]&lt;br /&gt;
[[File:SCP AK-105-2.jpg|600px|thumb|none|Thanks, ISMC!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 21N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 21N]] appears in the game. It has &amp;quot;Galil ACE SAR&amp;quot; markings on the receiver like civilian models, but appears to have the barrel of the military ACE 21N, as well as having the corresponding three-position fire selector markings.&lt;br /&gt;
[[File:ACE 21N.jpg|thumb|none|450px|IWI US Galil ACE 21N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-22.jpg|600px|thumb|none|Oy GEVALT.]]&lt;br /&gt;
[[File:SCP ACE-22-2.jpg|600px|thumb|none|We were thankfully sent a ACE with a STANAG magwell, so we're not sourcing 40 year old surplus Galil mags.]]&lt;br /&gt;
[[File:SCP ACE-21 Idle.jpg|600px|thumb|none|Thank you IWI-USA for your bits and continued support of the war on the SCP Foundation!]]&lt;br /&gt;
[[File:SCP ACE-21 Irons.jpg|600px|thumb|none|And your relatively clean irons, you're our favorite little pogchamp!]]&lt;br /&gt;
[[File:SCP ACE-21 Inspect.jpg|600px|thumb|none|Wait this is a gun, and I'm NOT running a Twitch stream!]]&lt;br /&gt;
[[File:SCP ACE-21 Chamber.jpg|600px|thumb|none|Uh, d-duh, brass check! Bullet in chamber!]]&lt;br /&gt;
[[File:SCP ACE-21 BoltSlap.jpg|600px|thumb|none|Wisely tapping the charging handle to make sure it fully seats!]]&lt;br /&gt;
[[File:SCP ACE-21 MagCheck.jpg|600px|thumb|none|Bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 EmptyMag.jpg|600px|thumb|none|No bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload.jpg|600px|thumb|none|Put the mag in!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload2.jpg|600px|thumb|none|No you're missing the hole jus' put it in the-]]&lt;br /&gt;
[[File:SCP ACE-21 BoltPull.jpg|600px|thumb|none|Whoops! Not safe for this Christian wiki sight, let's just tug the charging handle and move on!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 22N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 22N]] also appears. It shares the same &amp;quot;ACE SAR&amp;quot; markings on the 21N.&lt;br /&gt;
[[File:ACE 22N.jpg|thumb|none|450px|IWI Galil ACE 22N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-21-1.jpg|600px|thumb|none|Here's the left side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-21-2.jpg|600px|thumb|none|Here's the right side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-22 Inspect.jpg|600px|thumb|none|Here is the 22N. Now for the moment you've all been waiting for...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as yet another loadout only weapon available on specific maps that utilize it.&lt;br /&gt;
[[File:AS Val.jpg|450px|thumb|none|AS VAL- 9x39mm]]&lt;br /&gt;
[[File:SCP AS-VAL.jpg|600px|thumb|none|The AS VAL!]]&lt;br /&gt;
[[File:SCP AS-VAL-2.jpg|600px|thumb|none|Tantalizing western gun owners since [[STALKER: Shadow of Chernobyl]]. And thanks to GRU funding...]]&lt;br /&gt;
[[File:SCP AS VAL Idle.jpg|600px|thumb|none|You get to use it against actual people! Have fun!]]&lt;br /&gt;
[[File:SCP AS VAL Irons.jpg|600px|thumb|none|A look through the AS Val's irons. Wonder this particular individual bought it from a disgruntled conscript?]]&lt;br /&gt;
[[File:SCP AS VAL Inspect.jpg|600px|thumb|none|The operator inspects his gun, it's just like his Japanese ani-. Wait this is Russian.]]&lt;br /&gt;
[[File:SCP AS VAL Chamber.jpg|600px|thumb|none|A rather perplexing and flexible way to chamber check an AK style charging handle.]]&lt;br /&gt;
[[File:SCP AS VAL MagCheck.jpg|600px|thumb|none|Having checked to see if gun have boolet, he finds it has the best boolet. SP-6/SSP boolet.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
A [[Mossberg 590]] can be found in the Area 12 raid, albeit requires some exploring. It currently lacks an inspect, chamber check, or tube check animation.&lt;br /&gt;
[[File:Mossberg590.jpg|450px|thumb|none|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[File:SCP M590.jpg|600px|thumb|none|Having gotten the recent shipment of shotguns from Bass Pro Shop, the AFA now gets its most deadly weapon!]]&lt;br /&gt;
[[File:SCP M590-2.jpg|600px|thumb|none|Modestly priced American pump shotguns!]]&lt;br /&gt;
[[File:SCP M590 Idle.jpg|600px|thumb|none|QUAKE IN FEAR, MTF UNITS! FOR I HAVE THIS FOR THE LOW LOW PRICE OF 439.99 FOR THIS WEEKEND ONLY!]]&lt;br /&gt;
[[File:SCP M590 Irons.jpg|600px|thumb|none|And now that our sponsors are satisfied, look at this ghost ring.]]&lt;br /&gt;
[[File:SCP M590 Pump.jpg|600px|thumb|none|And after we pummel ancient rock formations with 00 Buck, notice our convenient shells! Marked Buckshot!]]&lt;br /&gt;
[[File:SCP M590 Reload.jpg|600px|thumb|none|Thank you buckshot! You make the world less filled with eldritch horrors.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90 Tactical==&lt;br /&gt;
A [[Benelli M4 Super 90]] appears as a recently added weapon, it's modeled with a 5-round magazine tube, but it can somehow hold 8 rounds.&lt;br /&gt;
[[File:M4 Tactical.jpg|450px|thumb|none|Benelli M4 Tactical with a 5-round magazine tube. - 12 gauge]]&lt;br /&gt;
[[File:SCP Benelli M4.jpg|600px|thumb|none|Evidently when the AFA began acquiring weapons for their fight against the Foundation, they turned to the US Armed Forces and asked for M1014's.]]&lt;br /&gt;
[[File:SCP Benelli M4-2.jpg|600px|thumb|none|Someone missed the memo on that and the M18's.]]&lt;br /&gt;
[[File:SCP Benelli M4 world.jpg|600px|thumb|none|The Benelli's world model, showing off its 5-round magazine tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 idle.jpg|600px|thumb|none|Still, works well enough. It's a Benelli M4 after all!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Irons.jpg|600px|thumb|none|Nothing quite says &amp;quot;I'm about to scream and dump this tube of buckshot down a hallway&amp;quot; more than these iron sights!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Inspect1.jpg|600px|thumb|none|But don't take my word for it, take it from our lovely bestest buddy...]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 ChamberCheck.jpg|600px|thumb|none|Buckshot! How's it going buddy!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 TubeCheck.jpg|600px|thumb|none|Buckshot declined to comment, so we're going to press our thumb on the mag tube. This gives a vague approximation of how many shells are in the tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Reload.jpg|600px|thumb|none|Currently, the reload is bugged. The animation will always be the same, regardless if it's empty or not. The bolt automatically returns to battery the moment the animation beings to insert a shell into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
An iron sight (though can be fitted with a proper magnified scope) mounted [[M24 SWS|M24]] sniper rifle appears in the game, incorrectly referred to as the M24A3 variant. It appears to be modeled with a 5 round magazine, but can somehow hold 7 rounds. A semi-viable weapon, it's only as useful as its user behind it.  &lt;br /&gt;
[[File:M24-2.jpg|450px|thumb|none|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP M24.jpg|600px|thumb|none|Someone HAS informed high command that we're going to battle in tunnels right? How useful can this b-.]]&lt;br /&gt;
[[File:SCP M24-2.jpg|600px|thumb|none|Alright, alright, I'll shut up. Thanks for the bolt action sniper rifle.]]&lt;br /&gt;
[[File:SCP M24A3 Idle.jpg|600px|thumb|none|This will save me from eldritch horrors who consider 120mm SABOT darts to be a tickling competition.]]&lt;br /&gt;
[[File:SCP M24A3 Inspect.jpg|600px|thumb|none|Least it has a box mag, right?]]&lt;br /&gt;
[[File:SCP M24A3 Brass.jpg|600px|thumb|none|And ammo, that's good.]]&lt;br /&gt;
[[File:SCP M24A3 Magcheck.jpg|600px|thumb|none|I like having ammo even if I'm being supplied like a Soviet conscript.]]&lt;br /&gt;
[[File:SCP M24A3 Irons.jpg|600px|thumb|none|Better iron sights than the conscript anyway.]]&lt;br /&gt;
[[File:SCP M24A3 Empty.jpg|600px|thumb|none|Oh no they took my bullets.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
[[VSS Vintorez]] appears only as a loadout weapon intended for PVP or the Hunt map. It's integrally suppressed, and capable of full auto fire much like in real life. As opposed to the AS-Val, it is limited only by its 10 round magazine, and the operator can negligently empty it, if careless.&lt;br /&gt;
[[File:Vss1.jpg|450px|thumb|none|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[File:SCP VSS.jpg|600px|thumb|none|While it would be apt to make a joke about this gun being useless in tunnels, it IS at least suppressed.]]&lt;br /&gt;
[[File:SCP VSS-2.jpg|600px|thumb|none|And semi-automatic in a fairly effective cartridge. Can't have to handle the severe bullet drop of 9x39 in a tunnel.]]&lt;br /&gt;
[[File:SCP VSS Idle.jpg|600px|thumb|none|See? Looks nice.]]&lt;br /&gt;
[[File:SCP VSS Irons.jpg|600px|thumb|none|Has good sights (that we forgot to show off earlier with the VAL).]]&lt;br /&gt;
[[File:SCP VSS MagCheck.jpg|600px|thumb|none|It's a good r-. Oh.]]&lt;br /&gt;
[[File:SCP VSS Chamber.jpg|600px|thumb|none|Right. VSS mags. At least I got the same ammo.]]&lt;br /&gt;
[[File:SCP VSS Empty.jpg|600px|thumb|none|Thanks, I didn't want it anyway.]]&lt;br /&gt;
[[File:SCP VSS Reload.jpg|600px|thumb|none|Well time to go fight eldritch horrors with my California Compliant VAL.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Knights Armament Company LAMG==&lt;br /&gt;
The prototype version of the [[KAC LAMG]] appears in the game, it's found later half of the Area 12 raid. Belt fed MG, great for laying hate and dealing with crowds of zombies. It holds 100 rounds, but also takes a painfully long time to reload. The model in game is using a standard A2 style pistol grip and the M4's 6-position stock interestingly enough.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|450px|thumb|none|3D render of the KAC LAMG prototype, which the weapon in-game is based on.]]&lt;br /&gt;
[[File:SCP KAC LAMG1.jpg|600px|thumb|none|You might get rifles and SMG's from the 90's but the AFA does give you advanced early production light machine guns!]]&lt;br /&gt;
[[File:SCP KAC LAMG2.jpg|600px|thumb|none|Very useful to turn the zombified D-Class personnel and scientists into cursed mince meat.]]&lt;br /&gt;
[[File:SCP KAC LAMG.jpg|600px|thumb|none|An operator prepares to rip and tear until the belt is done with his LAMG.]]&lt;br /&gt;
[[File:SCP KAC LAMG Irons.jpg|600px|thumb|none|Comes equipped with a 100 round cloth belt box loaded with M855, KAC front and rear sights, (batteries sold separatly.)]]&lt;br /&gt;
[[File:SCP KAC LAMG Near Empty.jpg|600px|thumb|none|A most horrific sight: almost running dry on a belt-fed MG. The game keeps track of how many rounds are left in the belt.]]&lt;br /&gt;
[[File:SCP KAC LAMG Reload.jpg|600px|thumb|none|Fortunately, a new box and fresh belt of 5.56 is at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
An [[M67 frag grenade]] appears in game as a tertiary weapon. Very useful for crowd control.&lt;br /&gt;
[[File:Baseball.jpg|350px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:SCP M67 Frag.jpg|600px|thumb|none|I believe that these need no introduction.]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1545195</id>
		<title>SCP: 5K</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1545195"/>
		<updated>2023-01-06T02:52:47Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Don't edit on prescription allergy meds kids! Or the shadow demons getcha!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = SCP: Pandemic&lt;br /&gt;
|picture =SCP-P.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|series= SCP&lt;br /&gt;
|date= Feb 2, 2022&lt;br /&gt;
|developer=Affray Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''SCP: Pandemic''''' , also known as '''''SCP:5K''''', is an upcoming science fiction, first person, cooperative, tactical, survival horror shooter. Developed and published by Affray Interactive. The game is based on the story and characters of the [https://scp-wiki.wikidot.com/ SCP Foundation] online collaborative writing project, specifically the story of &amp;quot;[https://scp-wiki.wikidot.com/scp-5000 SCP-5000]&amp;quot; by Tanhony.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;SCP-5000&amp;quot;, the SCP Foundation, a global clandestine organization responsible for containing supernatural threats, has unexpectedly become a rogue anti-human organization dedicated to the destruction of humanity, and began unleashing its contained anomalous creatures in an attempt to destroy the world. ''SCP: Pandemic'' expands on the basic storyline and sees the player become a member of the newly formed AFA (Anti-Foundation Alliance), comprising of members of the UNGOC (United Nations Global Occult Coalition), American FBI Unusual Incidents Unit, Russian GRU Division P, and Japanese Public Security Intelligence Agency Anomalous Problems Division.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of its current build, the only main SCP in the game is SCP-173. The most common enemies faced in the game are zombies created by an unknown SCP entity, players will also face against surviving SCP Foundation guards (possibly Mobile Task Force operatives), as well as some surviving D-Class test subjects. All factions/groups of which are hostile to one another, and can result in a three-way battle in certain situations. Later additions are expected to be added in the future, and as such, this article will be updated as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
While the game is a work in progress, it features mostly polished, and high fidelity weapons models and animations. One interesting point is that in its infancy, the game was a modified version of ''[[Squad]]''. The updated animations were made by some members who originally worked on the famous ''ISMC'' mod for ''[[Insurgency Sandstorm]]'', as well as some animations having attention to detail put into them. While not every single weapon has it, it is only a matter of time until they are given a facelift. Virtually every firearm featured in this game has both an inspect and magazine check animation, (with the exception of some others that appear to not have been animated yet at the time of this entry.) these can be achieved by simply tapping &amp;quot;R&amp;quot; once on a fully loaded magazine, and a magazine check can be performed by holding said key. It can also be used to see the number of magazines that are left in reserve. &lt;br /&gt;
[[File:Scp-g19-trigger-discipline.jpg|550px|thumb|none|An example of a detail: An AFA operator showing trigger discipline with a Glock 19X after a moment of ceasefire.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
The basic backup weapon. Handy in a pitch, great for personal defense or a last ditch effort. At this time, they aren't as customizable as their long arm counter parts. Depending on the handgun, the player can only add suppressors, a compensator, and a laser or light of their choice. &lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
A [[Glock 19X]] under the name of &amp;quot;M19X&amp;quot; appears as the sole starting weapon of AFA operators during the Area 12 raid. It appears modified with front slide serrations, sporting its standard coyote finish and holding 18 rounds per magazine.   &lt;br /&gt;
[[File:Glock 19X.jpg|thumb|350px|none|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:SCP G19X.jpg|600px|thumb|none|The left side of the 19X, with the Glock optional front slide serrations. Or in this case &amp;quot;Radian Armory&amp;quot;.]]&lt;br /&gt;
[[File:SCP G19X-2.jpg|600px|thumb|none|The other side looking like a stock Glock except with a widdle itty bitty Radian logo so you don't realize it's a Glock.]]&lt;br /&gt;
[[File:SCP G19X Idle.jpg|600px|thumb|none|An AFA operator realizing that this is, in fact, a Glock.]]&lt;br /&gt;
[[File:SCP G19X Irons.jpg|600px|thumb|none|Including normal Glock Patridge style sights.]]&lt;br /&gt;
[[File:SCP G19X Mag Check.jpg|600px|thumb|none|And a standard Glock magazine.]]&lt;br /&gt;
[[File:SCP G19X inspect.jpg|600px|thumb|none|And a standard Glock FDE finish, indicative of the 19X. The AFA likes all the DoD contract failures for their armory.]]&lt;br /&gt;
[[File:SCP G19X BrassCheck.jpg|600px|thumb|none|Giving the Absolutely-Not-Glock a brass check.]]&lt;br /&gt;
[[File:SCP G19X Inspect2.jpg|600px|thumb|none|After performing a brass check, the operator bumps the rear of the slide to make sure it seats.]]&lt;br /&gt;
[[File:SCP G19X Empty.jpg|600px|thumb|none|And after dumping his handgun wildly into shale rock, he discovers Pandemic renders empty magazine followers. A gracious improvement over the average empty void in other game's empty mags.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M18==&lt;br /&gt;
A [[SIG-Sauer P320-M18]] appears as a somewhat unused weapon, named the &amp;quot;P320&amp;quot;. At the time of writing, there currently is no way to find it in the Area 12 map, unless the player chooses to spawn with it in the Hunt or the firing range map. It carries 17 rounds in a magazine.&lt;br /&gt;
[[File:SIG P320-M18.jpg|thumb|none|350px|SIG-Sauer P320-M18 - 9x19mm. This commercial version of the M18 MHS comes in versions both with and without the manual safety of the military model.]]&lt;br /&gt;
[[File:SCP M18.jpg|600px|thumb|none|The M18 in all it's glory, probably pilfered from the nearest NG barracks.]]&lt;br /&gt;
[[File:SCP M18-2.jpg|600px|thumb|none|Unlike the &amp;quot;Radian 19X&amp;quot;, this does have some SIG branding, albeit a blanked slide to avoid a big lawsuit. The frame is a non serialized component, so we can't be sued.]]&lt;br /&gt;
[[File:SCP SIG M18 Idle.jpg|600px|thumb|none|Having outrun the wraith of copyright lawyers, the AFA agent enjoys range time with his FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Irons.jpg|600px|thumb|none|And it's overly wide sights. The RMR plate does mean you can give it a nice RMR.]]&lt;br /&gt;
[[File:SCP SIG Sauer M18 MagCheck.jpg|600px|thumb|none|&amp;quot;Yep that's a bullet.&amp;quot;]]&lt;br /&gt;
[[File:SCP M18 Inspect.jpg|600px|thumb|none|It must be said that it's a good fit for an operator in black to wield a brightly FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Brass.jpg|600px|thumb|none|Tugging the slide back just enough to see the bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M18 Inspect2.jpg|600px|thumb|none|And whacking it back into battery.]]&lt;br /&gt;
[[File:SCP M18 Empty.jpg|600px|thumb|none|Revealing the empty mag, this photo shows us that we DO HAVE FULL INFORMATION ON THE SLIDE (showing us this is a commercial P320 M18 and not a military issue one).]]&lt;br /&gt;
[[File:SCP M18 Reload.jpg|600px|thumb|none|RUN AGENT! RACK THE SLIDE HOME AND DON'T LET ANYONE GET YOU!.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
An [[FN Five-seveN]] appears sporting an FDE finish on the frame, a standard black framed variant does exist, but seems to be unusable at this time. It carries 20 round in a magazine.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|350px|thumb|none|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2.jpg|600px|thumb|none|The two-tone FN Five-SeveN. Because MTF patrols wear Level III's.]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2-2.jpg|600px|thumb|none|It matches the photo of the Mk 2 FDE model we have here on IMFDB, which is more than likely the model.]]&lt;br /&gt;
[[File:SCP FiveSevens.jpg|600px|thumb|none|The FDE and all-black model in the Nebulous Void, which knowing SCP lore is called SCP-490104306t01-5.]]&lt;br /&gt;
[[File:SCP FiveSeven Idle.jpg|600px|thumb|none|Having splurged rather than follow the rules of eco rounds, the AFA operator takes his Five-SeveN for a spin.]]&lt;br /&gt;
[[File:SCP FiveSeven Irons.jpg|600px|thumb|none|OoooooOOOOOOOoooo three dot sights!]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect.jpg|600px|thumb|none|OooooooOOOOOOOOoooo picatinny accessory rail!]]&lt;br /&gt;
[[File:SCP FiveSeven Brass.jpg|600px|thumb|none|OoooooooOOOOOOOOOoooo bullet in the chamber!]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect2.jpg|600px|thumb|none|OooooooOOOOOOOoooo violence!]]&lt;br /&gt;
[[File:SCP FiveSeven MagCheck.jpg|600px|thumb|none|OOO-. Oh wait, that's just SS197SR. Standard FMJ's for training. While more than likely the only round the devs could get to model for the gun, this would make the penetration of the Five-SeveN less useful.]]&lt;br /&gt;
[[File:SCP FiveSeven Empty.jpg|600px|thumb|none|Fiiiiiiiiiiiiiine, no fun allowed.]]&lt;br /&gt;
[[File:SCP FiveSeven Reload.jpg|600px|thumb|none|Can't have anything fun in this organization!]]&lt;br /&gt;
[[File:SCP FiveSeven SlideRelease.jpg|600px|thumb|none|In angsty rage over no SS109, the AFA operative goes back to sad plinking.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1 Variant==&lt;br /&gt;
An [[M1911A1]] variant appears in the game, simply referred to as a &amp;quot;1911&amp;quot; in game. It's currently a legacy weapon that can still be accessed in the Area 12 raid, and can also be found on some SCP personnel but it currently doesn't have a proper inspect or magazine check magazine. Like most pistols, it features a threaded barrel and is capable of being fitted with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:The Veteran Colt 1991A1 Series 80.jpg|350px|thumb|none|Colt 1991A1 Series 80 - .45 ACP seems to bear the most resemblance to the model in game.]]&lt;br /&gt;
[[File:Taurus PT1911.jpg|350px|thumb|none|Taurus PT 1911 - .45 ACP]]&lt;br /&gt;
[[File:SCP M1911.jpg|600px|thumb|none|The amalgam 1911, half Colt, half Kimber, all confusing. And no, that's not the Wilson you think it is.]]&lt;br /&gt;
[[File:SCP M1911-2.jpg|600px|thumb|none|We do have an ambi safety, albeit no straight mainspring housing, front grip stippling/checkering or ANYTHING THAT TELLS US...]]&lt;br /&gt;
[[File:SCP M1911 Idle.jpg|600px|thumb|none|WHAT THIS IS!]]&lt;br /&gt;
[[File:SCP M1911 Irons.jpg|600px|thumb|none|The sights, which look like a Novak sight setup after a few sips of NyQuil.]]&lt;br /&gt;
[[File:SCP M1911 Reload.jpg|600px|thumb|none|We just need to swap mags...]]&lt;br /&gt;
[[File:SCP M1911 Reload2.jpg|600px|thumb|none|Look at the big .45 in the chamber...]]&lt;br /&gt;
[[File:SCP M1911 Slide Release.jpg|600px|thumb|none|Drop the slide and move on before it raises more questions..]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
A [[Beretta M9A3]] that's simply referred to as an &amp;quot;M9&amp;quot;, is shown its factory FDE finish is found in the Area 12 raid. Like the Five seveN, there exist world models in both FDE and black, but the first person model is currently FDE. The M9A3 used to sport a black finish prior to the &amp;quot;This Is Why&amp;quot; update.&lt;br /&gt;
[[File:BerettaM9A3.jpg|350px|thumb|none|Beretta M9A3 in FDE - 9x19mm]]&lt;br /&gt;
[[File:M9A3 black.jpg|350px|thumb|none|Beretta M9A3 with its black finish - 9x19]]&lt;br /&gt;
[[File:SCP M9A3.jpg|600px|thumb|none|It's now becoming rapidly clear the AFA got all of their guns from the DoD's test pile.]]&lt;br /&gt;
[[File:SCP M9A3-2.jpg|600px|thumb|none|And that Beretta took the markings in the divorce trial.]]&lt;br /&gt;
[[File:SCP M9A3 Idle.jpg|600px|thumb|none|Following a lengthy court battle, the AFA finally gets his M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Irons.jpg|600px|thumb|none|Due to the previous legal kerfuffle, we at IMFDB are obligated to call this gun an M9. Such as these normal M9 sights.]]&lt;br /&gt;
[[File:SCP M9A3 Inspect.jpg|600px|thumb|none|And the normal Bruniton finish of an M9, not the FDE of the M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Brass.jpg|600px|thumb|none|Or this normal bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M9A3 MagCheck.jpg|600px|thumb|none|And in the magazine.]]&lt;br /&gt;
[[File:SCP M9A3 Empty.jpg|600px|thumb|none|And in the follower of a normal M9 mag, not the special 17 round Vertec mag of the M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Reload.jpg|600px|thumb|none|We're going to put the mag in the gun.]]&lt;br /&gt;
[[File:SCP M9A3 SlideRelease.jpg|600px|thumb|none|And not ask questions.]]&lt;br /&gt;
[[File:SPC M9A3 Black.jpg|600px|thumb|none|In the Area 12 map, the AFA operator finds a black finished M9A3 next to its former owner. Only to end up magically being in FDE once equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 360==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 360]] appears as a usable weapon, under the nomenclature of &amp;quot;360-J&amp;quot;. It deals more damage than its 9mm and .45 ACP counter parts. However, the operator exclusively fires it in Double-Action mode, and it only holds five rounds in the cylinder, it also is reloaded one round at a time.&lt;br /&gt;
[[File:S&amp;amp;W 360.jpg|300px|thumb|none|S&amp;amp;W Model 360 - .357 Magnum]]&lt;br /&gt;
[[File:SCP SW-360.jpg|600px|thumb|none|Because the smart choice to take with you in a mission against ungodly powerful monsters and rogue MTF agents is a 5 shot .357 snub nosed with no speed loaders.]]&lt;br /&gt;
[[File:SCP SW-360-2.jpg|600px|thumb|none|And a trigger that hasn't gotten the hammer's single action memo and is refusing to listen to his email.]]&lt;br /&gt;
[[File:SCP SW-360 Idle.jpg|600px|thumb|none|Having traded a P345 to some weird doctor at base, the AFA agents mildly regrets his decision.]]&lt;br /&gt;
[[File:SCP SW-360 Irons.jpg|600px|thumb|none|The low profile carry sights of a J-Frame aren't helping the matter.]]&lt;br /&gt;
[[File:SCP SW-360 Cylinder.jpg|600px|thumb|none|Checking the five-round cylinder of the S&amp;amp;W 360, praying it's at least .357 JHP's in here.]]&lt;br /&gt;
[[File:SCP SW-360 Reload.jpg|600px|thumb|none|Currently, the reload is bugged, but it does give us a good look at the actual modeled rounds going into the cylinder.]]&lt;br /&gt;
[[File:SCP SW-360 CylinderClose.jpg|600px|thumb|none|Very similar to the screen above, the operator beings to gently closes the cylinder, as opposed to flicking it back in place like how most games do. Which is recommended as it can potentially damage the crane.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Stealth Hunter==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]] is also a legacy weapon that has yet to be updated and lacks an inspect animation of its own, called the &amp;quot;Stealth Hunter&amp;quot;. It holds 6 rounds, like a standard revolver. Unlike the Model 360, the operator uses it in Single-Action mode instead. It is the most powerful sidearm to use in terms of raw firepower. Like the above revolver, it also is reloaded one round at a time as well.&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|S&amp;amp;W M629 Stealth Hunter .44 Magnum]]&lt;br /&gt;
[[File:SCP SW629.jpg|600px|thumb|none|All of the revolvers of Pandemic are currently having to tell their sears and hammers to get along and it's not working.]]&lt;br /&gt;
[[File:SCP SW629-2.jpg|600px|thumb|none|I hope they iron that out soon. Note that while this gun lacks any S&amp;amp;W branding, it still has the marketing Marcas Astradas text above the cylinder.]]&lt;br /&gt;
[[File:SCP SW-629 Idle.jpg|600px|thumb|none|What west this beast of a cannon is the fastest gun of, neither us or the AFA agent know.]]&lt;br /&gt;
[[File:SCP SW-629 Irons.jpg|600px|thumb|none|It does have better sights at the least.]]&lt;br /&gt;
[[File:SCP SW-629 CylinderCheck.jpg|600px|thumb|none|Checking the cylinder...]]&lt;br /&gt;
[[File:SCP SW-629 CloseCylinder.jpg|600px|thumb|none|&amp;quot;Looks like .44 to me!&amp;quot;]]&lt;br /&gt;
[[File:SCP SW-629 HammerPull.jpg|600px|thumb|none|Firing it does reveal that the gun is fired in SAO, bar the current trigger/hammer debacle.]]&lt;br /&gt;
[[File:SCP SW-629 Reload.jpg|600px|thumb|none|And we even have a modeled and used ejector rod!]]&lt;br /&gt;
[[File:SCP SW-629 Reload2.jpg|600px|thumb|none|But no speedloaders, MidwayUSA doesn't deliver out here at Area 12.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A4]] appears in the game, known only as an &amp;quot;MP5&amp;quot;. Accurately depicted with its polymer pictogram selector marking trigger housing, and as such it is capable of semi, burst, and automatic fire modes.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:SCP MP5A4.jpg|600px|thumb|none|Having learned they made up an MP5 for his role in &amp;quot;Modern Warfare 2&amp;quot;, a proper MP5 comes to Pandemic.]]&lt;br /&gt;
[[File:SCP MP5A4-2.jpg|600px|thumb|none|With no H&amp;amp;K markings. What they don't know, won't hurt em.]]&lt;br /&gt;
[[File:SCP MP5 Idle.jpg|600px|thumb|none|In a modern apocalypse, the AFA operator worries about his rather vintage mainline arm.]]&lt;br /&gt;
[[File:SCP MP5 Irons.jpg|600px|thumb|none|And no rail either, just a nice ol' diopter.]]&lt;br /&gt;
[[File:SCP MP5 MagCheck.jpg|600px|thumb|none|It does at least have bullets, he's got that going for him.]]&lt;br /&gt;
[[File:SCP MP5 Inspect.jpg|600px|thumb|none|But it lacks a panache...]]&lt;br /&gt;
[[File:SCP MP5 Empty.jpg|600px|thumb|none|Wait, hold up.]]&lt;br /&gt;
[[File:SCP MP5 Reload1.jpg|600px|thumb|none|Locking the charging handle back...]]&lt;br /&gt;
[[File:SCP MP5 Reload2.jpg|600px|thumb|none|Whatever will he do next?]]&lt;br /&gt;
[[File:SCP MP5 HK Slap.jpg|600px|thumb|none|YOOOOOOOOOOOOO!]]&lt;br /&gt;
&lt;br /&gt;
==Grand Power Stribog SP9 A1== &lt;br /&gt;
A [[Grand Power Stribog series|Grand Power Stribog SP9 A1]] with an A3 Tactical modular folding stock appears as an entry level SMG, found relatively early on in Area 12.&lt;br /&gt;
[[File:Stribog SP9 A1 SBT.jpg|450px|thumb|none|Grand Power Stribog SP9 A1 - 9x19mm]]&lt;br /&gt;
[[File:SCP Stribog.jpg|600px|thumb|none|The Crusade against the SCP Foundation is brought to you by the terrified actions of national governments, the combined arsenals of humanity, and viewers like you, thank you.]]&lt;br /&gt;
[[File:SCP Stribog-2.jpg|600px|thumb|none|What, were you expecting something fancier? No, it's a Stribog.]]&lt;br /&gt;
[[File:SCP Stribog Idle.jpg|600px|thumb|none|It's the PPC equivalent of a Toyota Corolla from a rental lot.]]&lt;br /&gt;
[[File:SCP Stribog Irons.jpg|600px|thumb|none|Hey, least it has decent sights, unlike the MP5.]]&lt;br /&gt;
[[File:SCP Stribog Inspect.jpg|600px|thumb|none|Inspecting the weapon reveals the dastardly AFA has given him a PCC version with a Safe-Fire selector. And his Safe position now MAGICALLY FIRES THE GUN!]]&lt;br /&gt;
[[File:SCP Stribog MagCheck.jpg|600px|thumb|none|I suppose an extrajudicial multinational military force is allowed to break a few guns. As a treat.]]&lt;br /&gt;
[[File:SCP Stribog Empty.jpg|600px|thumb|none|Oh no, an SCP has magically stolen this operator's bullets!]]&lt;br /&gt;
[[File:SCP Stribog Reload.jpg|600px|thumb|none|Reloading, note the &amp;quot;fire&amp;quot; position acts as the full-auto on this not-a-carbine-i-assure-you SMG.]]&lt;br /&gt;
[[File:SCP Stribog Reload2.jpg|600px|thumb|none|What the ATF doesn't know won't hurt them.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
[[File:P90 tact d 500px.jpg|400px|thumb|none|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[File:SCP P90.jpg|600px|thumb|none|When gifted a P90, the AFA didn't ask or inform them of the critical question &amp;quot;what theater are you deploying in&amp;quot; since they signed the slip with &amp;quot;yes.&amp;quot;]]&lt;br /&gt;
[[File:SCP P90-2.jpg|600px|thumb|none|So the Belgians gifted them crates of FDE P90 Tacticals in the hopes that 5.7 will save the day.]]&lt;br /&gt;
[[File:SCP P90s.jpg|600px|thumb|none|It might, no one knows. Behold the currently AI exclusive BLACK P90!]]&lt;br /&gt;
[[File:SCP P90 Irons.jpg|600px|thumb|none|You don't get it. You get this. Have fun aiming it, nerd.]]&lt;br /&gt;
[[File:SCP P90 MagCheck.jpg|600px|thumb|none|A look through the translucent mag, impressive how it has modeled rounds through it. The same rounds as the earlier Five-SeveN.]]&lt;br /&gt;
[[File:SCP P90 MagCheck2.jpg|600px|thumb|none|The game tracks the number of rounds left in the magazine as well, good to know with your FMJ 5.7.]]&lt;br /&gt;
[[File:SCP P90 Empty.jpg|600px|thumb|none|The magazine is now empty. It brings you peace.]]&lt;br /&gt;
[[File:SCP P90 Reload.jpg|600px|thumb|none|But I do not want peace!]]&lt;br /&gt;
[[File:SCP P90 Reload2.jpg|600px|thumb|none|I want war!]]&lt;br /&gt;
[[File:SCP P90 Reload3.jpg|600px|thumb|none|VIOLENCE!]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A2==&lt;br /&gt;
[[File:MP7A2.jpg|400px|thumb|none|Hecker &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:SCP MP7.jpg|600px|thumb|none|The AFA's FDE'd MP7A2. Someone couldn't get RAL8000 but Rust-oleum has a paint that's sorta close.]]&lt;br /&gt;
[[File:SCP MP7-2.jpg|600px|thumb|none|Honestly a better look than RAL &amp;quot;BABY POOPENFARTEN BROWN&amp;quot; 8000.]]&lt;br /&gt;
[[File:SCP MP7s.jpg|600px|thumb|none|The black model of the MTF to remind you what TWO MP7's look like.]]&lt;br /&gt;
[[File:SCP MP7 idle.jpg|600px|thumb|none|And there's the funny gun everybody, clap!]]&lt;br /&gt;
[[File:SCP MP7 Irons.jpg|600px|thumb|none|THE AGENT SAYS CLAP! LOOK AT HIS RAISED RIFLE SIGHTS!]]&lt;br /&gt;
[[File:SCP MP7 Inspect.jpg|600px|thumb|none|none|Good, now look at the gun!]]&lt;br /&gt;
[[File:SCP MP7 ChamberCheck.jpg|600px|thumb|none|Look at the bullet in the chamber!]]&lt;br /&gt;
[[File:SCP MP7 MagCheck.jpg|600px|thumb|none|Look at the magazine in a way that hopefully means this is filled with AP 4.6!]]&lt;br /&gt;
[[File:SCP MP7 Reload.jpg|600px|thumb|none|Put it back in the gun! Quick!]]&lt;br /&gt;
[[File:SCP MP7 BoltRelease.jpg|600px|thumb|none|They'll be shattered if they learned we skimped and sent them FMJ's AGAIN!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as a mid tier SMG, known as the &amp;quot;UMP-45&amp;quot; in game. It carries 25 rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|450px|thumb|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:SCP UMP45.jpg|600px|thumb|none|As a tactical shooter in 202X, you are contractually obligated to have a UMP-45.]]&lt;br /&gt;
[[File:SCP UMP45-2.jpg|600px|thumb|none|It's in the bylaws. Either read it correctly or contact your union rep.]]&lt;br /&gt;
[[File:SCP UMP45 Idle.jpg|600px|thumb|none|The operative holds his UMP, preparing to police this brutality.]]&lt;br /&gt;
[[File:SCP UMP45 Inspect.jpg|600px|thumb|none|Wait hang on there's an itch on my back h-]]&lt;br /&gt;
[[File:SCP UMP45 Irons.jpg|600px|thumb|none|Woah! Iron sights! No u-notch for you!]]&lt;br /&gt;
[[File:SCP UMP45 MagCheck.jpg|600px|thumb|none|You get .45 ACP at least, since you've been so polite.]]&lt;br /&gt;
[[File:SCP UMP45 BrassCheck.jpg|600px|thumb|none|Having seen the bolt release on the UMP, the operator chooses to just use the charging handle.]]&lt;br /&gt;
[[File:SCP UMP45 Empty.jpg|600px|thumb|none|You've lost .45 priviledges.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] appears in the game as a high tier rifle found later in Area 12. In better lighting, it also appears to have Colt markings on the lower.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|450px|thumb|none|Mk 18 Mod 1 SOPMOD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP Mk 18.jpg|600px|thumb|none|Hey r/Guns, look at my new build! By default, it's pre-fitted with a Daniel Defense RIS II handguard, KAC Micro BUIS, LMT Crane Stock, Surefire SOCOM 4-Prong Flash Hider and a tan A2 pistol grip.]]&lt;br /&gt;
[[File:SCP Mk18-2.jpg|600px|thumb|none|Opposite side of the weapon. As seen on most AR-15 variants, brass marks are present on the deflector after some use. Because we have standards.]]&lt;br /&gt;
[[File:SCP Mk 18 Idle.jpg|600px|thumb|none|After many glorious bits of Reddit gold, the operator heads out to shoot his funny gun.]]&lt;br /&gt;
[[File:SCP Mk18 Irons.jpg|600px|thumb|none|A look through the KAC irons. Seems to be inspired by MW 2019, don't you think? Imitation is the most sincere form of flattery.]]&lt;br /&gt;
[[File:SCP Mk18 Inspect.jpg|600px|thumb|none|The operator admires his Mk 18. Fittingly enough, the player models are rocking FBI UIU patches. Wonder if their HRT counterparts would get envious?]]&lt;br /&gt;
[[File:SCP Mk18 ChamberCheck.jpg|600px|thumb|none|Checking the chamber of the Mk 18|Inspecting the chamber, confirming the modeled brass.]]&lt;br /&gt;
[[File:SCP Mk18 mag check.jpg|600px|thumb|none|The operator checks his mag, to his shock, the follower is clipping through the remaining round. Maybe the magazine is an SCP itself?]]&lt;br /&gt;
[[File:SCP Mk18 empty.jpg|600px|thumb|none|At least the follower is where it should be when empty, and it's a green anti-tilt one!]]&lt;br /&gt;
[[File:SCP Mk18 Bolt Slap.jpg|600px|thumb|none|The operator slaps the Mk18's bolt release, the reload animation is like a slightly softer version of the in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95 XB16L ==&lt;br /&gt;
An [[IWI X95|X95 XB16L]] appears, it is the first assault rifle the player finds in Area 12. There exist a black version of the rifle, but as per usual, it is currently unusable at the time of this writing.&lt;br /&gt;
[[File:Iwi x95 xb16.jpg|450px|thumb|none|IWI X95 XB16L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP X95.jpg|600px|thumb|none|Shalom.]]&lt;br /&gt;
[[File:SCP X95-2.jpg|600px|thumb|none|For an agency mostly operating in dark and tightly knit hallways underground, you'd think the MTF would use more bullpups, huh?]]&lt;br /&gt;
[[File:SCP X95 Idle.jpg|600px|thumb|none|Yep, that's a Tavor.]]&lt;br /&gt;
[[File:SCP X95 MagCheck.jpg|600px|thumb|none|Yep, those are bullets.]]&lt;br /&gt;
[[File:SCP X95 ChamberCheck.jpg|600px|thumb|none|That one is too.]]&lt;br /&gt;
[[File:SCP X95 Irons.jpg|600px|thumb|none|These are back up iron sights built into the toprail of this X95.]]&lt;br /&gt;
[[File:SCP X95 Reload.jpg|600px|thumb|none|I am stuffing a mag into this X95.]]&lt;br /&gt;
[[File:SCP X95 reload2.jpg|600px|thumb|none|Mag_inserted. Bolt_Release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Both an [[FN SCAR-H|FN SCAR-H STD]] and a SCAR-H CQC appear as usable weapon in the game, unlike most weapons, the player can actually access both FDE and black versions of the rifles. Thanks to its large caliber, it is entirely capable of dismembering and decapitating humanoid enemies in a single shot.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|450px|thumb|none|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H STD table.jpg|600px|thumb|none|Because I don't care what plates the MTF rock, I want them DEAD!]]&lt;br /&gt;
[[File:SCP SCAR-H STD-2.jpg|600px|thumb|none|No I don't care how long the rifle is, I need 7.62 NATO!]]&lt;br /&gt;
[[File:SCP SCAR-H STD.jpg|600px|thumb|none|These animations are shared between this and the CQC model, and the operative realizes his impatient behavior reflects badly on the AFA.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
[[File:SCAR-H CQC.jpg|450px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H CQC.jpg|600px|thumb|none|So back to the lab again, we get our nice black SCAR-H. Made at everyone's favorite Belgian Arms maker, Factory!]]&lt;br /&gt;
[[File:SCP SCAR-H CQC-2.jpg|600px|thumb|none|I love their SCAR-H and the Higher-Power.]]&lt;br /&gt;
[[File:SCP SCAR-H Idle.jpg|600px|thumb|none|Now that we're not going to play accidental combat limbo with a long barreled SCAR in tight corridors, let's look at the SCAR.]]&lt;br /&gt;
[[File:SCP SCAR-H Irons.jpg|600px|thumb|none|And the &amp;quot;sights&amp;quot; of the SCAR. Stop booing me.]]&lt;br /&gt;
[[File:SCP SCAR-H MagCheck.jpg|600px|thumb|none|You kids these days and your fancy jokes, in my day that pun would've gotten me loads of material.]]&lt;br /&gt;
[[File:SCP SCAR-H Inspect.jpg|600px|thumb|none|Fine, I know what you want. See these bullets?]]&lt;br /&gt;
[[File:SCP SCAR-H Reload1.jpg|600px|thumb|none|I know what you kids want, that #GucciGucciOperator stuff.]]&lt;br /&gt;
[[File:SCP SCAR-H Reload2.jpg|600px|thumb|none|Watch this totally original magflip! Absolutely not just MW 2019!.]]&lt;br /&gt;
[[File:SCP SCAR-H BoltRelease.jpg|600px|thumb|none|GNARLY!]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] and its little brother appear in the game, both have great stopping power, only just short of the SCAR-H's. Like it's Battle Rifle counter part, the AK-103 is also capable of dismemberment, however this is not the case for the AK-104.&lt;br /&gt;
[[File:AK103.jpg|450px|thumb|none|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:SCP AK-103 Idle.jpg|600px|thumb|none|Somewhere in Nevada, an operator holds his AK-103.]]&lt;br /&gt;
[[File:SCP AK-103 Irons.jpg|600px|thumb|none|A gracious gift from the AFA's new Russian allies. Fresh from the crates.]]&lt;br /&gt;
[[File:SCP AK-103 BrassCheck.jpg|600px|thumb|none|And look, look!]]&lt;br /&gt;
[[File:SCP AK-103 Magcheck.jpg|600px|thumb|none|Y'see? Nice Russian ammo! Not cheap steel case! We're friends now.]]&lt;br /&gt;
[[File:SCP AK-103 Empty.jpg|600px|thumb|none|Right? Guys?]]&lt;br /&gt;
[[File:SCP AK-103 reload.jpg|600px|thumb|none|Also as part of the Tactical Gun Bylaws, you must reload an AK by slapping a loaded one against the magazine release.]]&lt;br /&gt;
[[File:SCP AK-103 Reload2.jpg|600px|thumb|none|Then doing an underhand charge of the action.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
[[File:AK104.jpg|450px|thumb|none|AK-104 - 7.62x39]]&lt;br /&gt;
[[File:SCP AK-104.jpg|600px|thumb|none|AK-104, who needs a flashbang when this exists?]]&lt;br /&gt;
[[File:SCP AK-104-2.jpg|600px|thumb|none|Until they add AKS-74U's.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
[[File:AK-74M.jpg|450px|thumb|none|AK-74M 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-74M.jpg|600px|thumb|none|Now you too can be a loss Russian conscript, who has magically gotten to Nevada.]]&lt;br /&gt;
[[File:SCP AK-74M-2.jpg|600px|thumb|none|Have fun finding 5.45 state-side, nerd.]]&lt;br /&gt;
&lt;br /&gt;
===AK-105===&lt;br /&gt;
[[File:AK-105.jpg|450px|thumb|none|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-105.jpg|600px|thumb|none|Now that the contractual snarkiness and self referential humor is over, I would like to say this modeling is very nice.]]&lt;br /&gt;
[[File:SCP AK-105-2.jpg|600px|thumb|none|Thanks, ISMC!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 21N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 21N]] appears in the game. It has &amp;quot;Galil ACE SAR&amp;quot; markings on the receiver like civilian models, but appears to have the barrel of the military ACE 21N, as well as having the corresponding three-position fire selector markings.&lt;br /&gt;
[[File:ACE 21N.jpg|thumb|none|450px|IWI US Galil ACE 21N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-22.jpg|600px|thumb|none|Oy GEVALT.]]&lt;br /&gt;
[[File:SCP ACE-22-2.jpg|600px|thumb|none|We were thankfully sent a ACE with a STANAG magwell, so we're not sourcing 40 year old surplus Galil mags.]]&lt;br /&gt;
[[File:SCP ACE-21 Idle.jpg|600px|thumb|none|Thank you IWI-USA for your bits and continued support of the war on the SCP Foundation!]]&lt;br /&gt;
[[File:SCP ACE-21 Irons.jpg|600px|thumb|none|And your relatively clean irons, you're our favorite little pogchamp!]]&lt;br /&gt;
[[File:SCP ACE-21 Inspect.jpg|600px|thumb|none|Wait this is a gun, and I'm NOT running a Twitch stream!]]&lt;br /&gt;
[[File:SCP ACE-21 Chamber.jpg|600px|thumb|none|Uh, d-duh, brass check! Bullet in chamber!]]&lt;br /&gt;
[[File:SCP ACE-21 BoltSlap.jpg|600px|thumb|none|Wisely tapping the charging handle to make sure it fully seats!]]&lt;br /&gt;
[[File:SCP ACE-21 MagCheck.jpg|600px|thumb|none|Bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 EmptyMag.jpg|600px|thumb|none|No bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload.jpg|600px|thumb|none|Put the mag in!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload2.jpg|600px|thumb|none|No you're missing the hole jus' put it in the-]]&lt;br /&gt;
[[File:SCP ACE-21 BoltPull.jpg|600px|thumb|none|Whoops! Not safe for this Christian wiki sight, let's just tug the charging handle and move on!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 22N==&lt;br /&gt;
[[File:ACE 22N.jpg|thumb|none|450px|IWI Galil ACE 22N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-21-1.jpg|600px|thumb|none|Here's the left side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-21-2.jpg|600px|thumb|none|Here's the right side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-22 Inspect.jpg|600px|thumb|none|Here is the 22N. Now for the moment you've all been waiting for...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
[[File:AS Val.jpg|450px|thumb|none|AS VAL- 9x39mm]]&lt;br /&gt;
[[File:SCP AS-VAL.jpg|600px|thumb|none|The AS VAL!]]&lt;br /&gt;
[[File:SCP AS-VAL-2.jpg|600px|thumb|none|Tantalyzing western gun owners since STALKER: Shadow of Chernobyl. And thanks to GRU funding...]]&lt;br /&gt;
[[File:SCP AS VAL Idle.jpg|600px|thumb|none|You get to use it against actual people! Have fun!]]&lt;br /&gt;
[[File:SCP AS VAL Inspect.jpg|600px|thumb|none|The operator inspects his gun, it's just like his Japanese ani-. Wait this is Russian.]]&lt;br /&gt;
[[File:SCP AS VAL Chamber.jpg|600px|thumb|none|A rather perplexing and flexible way to chamber check an AK style charging handle.]]&lt;br /&gt;
[[File:SCP AS VAL MagCheck.jpg|600px|thumb|none|Having checked to see if gun have boolet, he finds it has the best boolet. SP-6/SSP boolet.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
[[File:Mossberg590.jpg|450px|thumb|none|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[File:SCP M590.jpg|600px|thumb|none|Having gotten the recent shipment of shotguns from Bass Pro Shop, the AFA now gets it's most deadly weapon!]]&lt;br /&gt;
[[File:SCP M590-2.jpg|600px|thumb|none|Modestly priced American pump shotguns!]]&lt;br /&gt;
[[File:SCP M590 Idle.jpg|600px|thumb|none|QUAKE IN FEAR, MTF UNITS! FOR I HAVE THIS FOR THE LOW LOW PRICE OF 439.99 FOR THIS WEEKEND ONLY!]]&lt;br /&gt;
[[File:SCP M590 Irons.jpg|600px|thumb|none|And now that our sponsors are satisfied, look at this ghost ring.]]&lt;br /&gt;
[[File:SCP M590 Pump.jpg|600px|thumb|none|And after we pummel ancient rock formations with 00 Buck, notice our convienent shells! Marked Buckshot!]]&lt;br /&gt;
[[File:SCP M590 Reload.jpg|600px|thumb|none|Thank you buckshot! You make the world less filled with eldritch horrors.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90 Tactical==&lt;br /&gt;
A [[Benelli M4 Super 90]] appears as a recently added weapon, it's modeled with a 5-round magazine tube, but it can somehow hold 8 rounds.&lt;br /&gt;
[[File:M4 Tactical.jpg|450px|thumb|none|Benelli M4 Tactical with a 5-round magazine tube. - 12 gauge]]&lt;br /&gt;
[[File:SCP Benelli M4.jpg|600px|thumb|none|Evidently when the AFA began acquiring weapons for their fight against the Foundation, they turned to the US Armed Forces and asked for M1014's.]]&lt;br /&gt;
[[File:SCP Benelli M4-2.jpg|600px|thumb|none|Someone missed the memo on that and the M18's.]]&lt;br /&gt;
[[File:SCP Benelli M4 world.jpg|600px|thumb|none|The Benelli's world model, showing off it's 5-round magazine tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 idle.jpg|600px|thumb|none|Still, works well enough. It's a Benelli M4 after all!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Irons.jpg|600px|thumb|none|Nothing quite says &amp;quot;I'm about to scream and dump this tube of buckshot down a hallway&amp;quot; more than these iron sights!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Inspect1.jpg|600px|thumb|none|But don't take my word for it, take it from our lovely bestest buddy...]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 ChamberCheck.jpg|600px|thumb|none|Buckshot! How's it going buddy!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 TubeCheck.jpg|600px|thumb|none|Buckshot declined to comment, so we're going to press our thumb on the mag tube. This gives a vague approximation of how many shells are in the tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Reload.jpg|600px|thumb|none|Currently, the reload is bugged. The animation will always be the same, regardless if it's empty or not. The bolt automatically returns to battery the moment the animation beings to insert a shell into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
An iron sight (though can be fitted with a proper magnified scope) mounted [[M24 SWS|M24]] sniper rifle appears in the game, incorrectly referred to as the M24A3 variant. It appears to be modeled with a 5 round magazine, but can somehow hold 7 rounds. A semi-viable weapon, it's only as useful as its user behind it.  &lt;br /&gt;
[[File:M24-2.jpg|450px|thumb|none|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP M24.jpg|600px|thumb|none|Someone HAS informed high command that we're going to battle in tunnels right? How useful can this b-.]]&lt;br /&gt;
[[File:SCP M24-2.jpg|600px|thumb|none|Alright, alright, I'll shut up. Thanks for the bolt action sniper rifle.]]&lt;br /&gt;
[[File:SCP M24A3 Idle.jpg|600px|thumb|none|This will save me from eldritch horrors who consider 120mm SABOT darts to be a tickling competition.]]&lt;br /&gt;
[[File:SCP M24A3 Inspect.jpg|600px|thumb|none|Least it has a box mag, right?]]&lt;br /&gt;
[[File:SCP M24A3 Brass.jpg|600px|thumb|none|And ammo, that's good.]]&lt;br /&gt;
[[File:SCP M24A3 Magcheck.jpg|600px|thumb|none|I like having ammo even if I'm being supplied like a Soviet conscript.]]&lt;br /&gt;
[[File:SCP M24A3 Irons.jpg|600px|thumb|none|Better iron sights than the conscript anyway.]]&lt;br /&gt;
[[File:SCP M24A3 Empty.jpg|600px|thumb|none|Oh no they took my bullets.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
VSS Vitorez appears only as a loadout weapon intended for PVP or the Hunt map. It's integrally suppressed, and capable of full auto fire much like in real life. As opposed to the AS-Val, it is limited only by it's 10 round magazine, and the operator can negligently empty it, if careless.&lt;br /&gt;
[[File:Vss1.jpg|450px|thumb|none|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[File:SCP VSS.jpg|600px|thumb|none|While it would be apt to make a joke about this gun being useless in tunnels, it IS at least suppressed.]]&lt;br /&gt;
[[File:SCP VSS-2.jpg|600px|thumb|none|And semi-automatic in a fairly effective cartridge. Can't have to handle the severe bullet drop of 9x39 in a tunnel.]]&lt;br /&gt;
[[File:SCP VSS Idle.jpg|600px|thumb|none|See? Looks nice.]]&lt;br /&gt;
[[File:SCP VSS Irons.jpg|600px|thumb|none|Has good sights (that we forgot to show off earlier with the VAL).]]&lt;br /&gt;
[[File:SCP VSS MagCheck.jpg|600px|thumb|none|It's a good r-. Oh.]]&lt;br /&gt;
[[File:SCP VSS Chamber.jpg|600px|thumb|none|Right. VSS mags. At least I got the same ammo.]]&lt;br /&gt;
[[File:SCP VSS Empty.jpg|600px|thumb|none|Thanks, I didn't want it anyway.]]&lt;br /&gt;
[[File:SCP VSS Reload.jpg|600px|thumb|none|Well time to go fight eldritch horrors with my California Compliant VAL.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Knights Armament Company LAMG==&lt;br /&gt;
The prototype version of the [[KAC LAMG]] appears in the game, it's found later half of the Area 12 raid. Belt fed MG, great for laying hate and dealing with crowds of zombies. It holds 100 rounds, but also takes a painfully long time to reload. The model in game is using a standard A2 style pistol grip and the M4's 6-position stock interestingly enough.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|450px|thumb|none|3D render of the KAC LAMG prototype, which the weapon in-game is based on.]]&lt;br /&gt;
[[File:SCP KAC LAMG1.jpg|600px|thumb|none|You might get rifles and SMG's from the 90's but the AFA does give you advanced early production light machine guns!]]&lt;br /&gt;
[[File:SCP KAC LAMG2.jpg|600px|thumb|none|Very useful to turn the zombified D-Class personnel and scientists into cursed mince meat.]]&lt;br /&gt;
[[File:SCP KAC LAMG.jpg|600px|thumb|none|An operator prepares to rip and tear until the belt is done with his LAMG.]]&lt;br /&gt;
[[File:SCP KAC LAMG Irons.jpg|600px|thumb|none|Comes equipped with a 100 round cloth belt box loaded with M855, KAC front and rear sights, (batteries sold separatly.)]]&lt;br /&gt;
[[File:SCP KAC LAMG Near Empty.jpg|600px|thumb|none|A most horrific sight: almost running dry on a belt-fed MG. The game keeps track of how many rounds are left in the belt.]]&lt;br /&gt;
[[File:SCP KAC LAMG Reload.jpg|600px|thumb|none|Fortunately, a new box and fresh belt of 5.56 is at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
An [[M67 frag grenade]] appears in game as a tertiary weapon. Very useful for crowd control.&lt;br /&gt;
[[File:Baseball.jpg|350px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:SCP M67 Frag.jpg|600px|thumb|none|I believe that these need no introduction.]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1545194</id>
		<title>SCP: 5K</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=SCP:_5K&amp;diff=1545194"/>
		<updated>2023-01-06T02:52:09Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Ask and you shall receive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = SCP: Pandemic&lt;br /&gt;
|picture =SCP-P.jpg&lt;br /&gt;
|caption = ''Official Artwork''&lt;br /&gt;
|series= SCP&lt;br /&gt;
|date= Feb 2, 2022&lt;br /&gt;
|developer=Affray Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''SCP: Pandemic''''' , also known as '''''SCP:5K''''', is an upcoming science fiction, first person, cooperative, tactical, survival horror shooter. Developed and published by Affray Interactive. The game is based on the story and characters of the [https://scp-wiki.wikidot.com/ SCP Foundation] online collaborative writing project, specifically the story of &amp;quot;[https://scp-wiki.wikidot.com/scp-5000 SCP-5000]&amp;quot; by Tanhony.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;SCP-5000&amp;quot;, the SCP Foundation, a global clandestine organization responsible for containing supernatural threats, has unexpectedly become a rogue anti-human organization dedicated to the destruction of humanity, and began unleashing its contained anomalous creatures in an attempt to destroy the world. ''SCP: Pandemic'' expands on the basic storyline and sees the player become a member of the newly formed AFA (Anti-Foundation Alliance), comprising of members of the UNGOC (United Nations Global Occult Coalition), American FBI Unusual Incidents Unit, Russian GRU Division P, and Japanese Public Security Intelligence Agency Anomalous Problems Division.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of its current build, the only main SCP in the game is SCP-173. The most common enemies faced in the game are zombies created by an unknown SCP entity, players will also face against surviving SCP Foundation guards (possibly Mobile Task Force operatives), as well as some surviving D-Class test subjects. All factions/groups of which are hostile to one another, and can result in a three-way battle in certain situations. Later additions are expected to be added in the future, and as such, this article will be updated as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
While the game is a work in progress, it features mostly polished, and high fidelity weapons models and animations. One interesting point is that in its infancy, the game was a modified version of ''[[Squad]]''. The updated animations were made by some members who originally worked on the famous ''ISMC'' mod for ''[[Insurgency Sandstorm]]'', as well as some animations having attention to detail put into them. While not every single weapon has it, it is only a matter of time until they are given a facelift. Virtually every firearm featured in this game has both an inspect and magazine check animation, (with the exception of some others that appear to not have been animated yet at the time of this entry.) these can be achieved by simply tapping &amp;quot;R&amp;quot; once on a fully loaded magazine, and a magazine check can be performed by holding said key. It can also be used to see the number of magazines that are left in reserve. &lt;br /&gt;
[[File:Scp-g19-trigger-discipline.jpg|550px|thumb|none|An example of a detail: An AFA operator showing trigger discipline with a Glock 19X after a moment of ceasefire.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
The basic backup weapon. Handy in a pitch, great for personal defense or a last ditch effort. At this time, they aren't as customizable as their long arm counter parts. Depending on the handgun, the player can only add suppressors, a compensator, and a laser or light of their choice. &lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
A [[Glock 19X]] under the name of &amp;quot;M19X&amp;quot; appears as the sole starting weapon of AFA operators during the Area 12 raid. It appears modified with front slide serrations, sporting its standard coyote finish and holding 18 rounds per magazine.   &lt;br /&gt;
[[File:Glock 19X.jpg|thumb|350px|none|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:SCP G19X.jpg|600px|thumb|none|The left side of the 19X, with the Glock optional front slide serrations. Or in this case &amp;quot;Radian Armory&amp;quot;.]]&lt;br /&gt;
[[File:SCP G19X-2.jpg|600px|thumb|none|The other side looking like a stock Glock except with a widdle itty bitty Radian logo so you don't realize it's a Glock.]]&lt;br /&gt;
[[File:SCP G19X Idle.jpg|600px|thumb|none|An AFA operator realizing that this is, in fact, a Glock.]]&lt;br /&gt;
[[File:SCP G19X Irons.jpg|600px|thumb|none|Including normal Glock Patridge style sights.]]&lt;br /&gt;
[[File:SCP G19X Mag Check.jpg|600px|thumb|none|And a standard Glock magazine.]]&lt;br /&gt;
[[File:SCP G19X inspect.jpg|600px|thumb|none|And a standard Glock FDE finish, indicative of the 19X. The AFA likes all the DoD contract failures for their armory.]]&lt;br /&gt;
[[File:SCP G19X BrassCheck.jpg|600px|thumb|none|Giving the Absolutely-Not-Glock a brass check.]]&lt;br /&gt;
[[File:SCP G19X Inspect2.jpg|600px|thumb|none|After performing a brass check, the operator bumps the rear of the slide to make sure it seats.]]&lt;br /&gt;
[[File:SCP G19X Empty.jpg|600px|thumb|none|And after dumping his handgun wildly into shale rock, he discovers Pandemic renders empty magazine followers. A gracious improvement over the average empty void in other game's empty mags.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M18==&lt;br /&gt;
A [[SIG-Sauer P320-M18]] appears as a somewhat unused weapon, named the &amp;quot;P320&amp;quot;. At the time of writing, there currently is no way to find it in the Area 12 map, unless the player chooses to spawn with it in the Hunt or the firing range map. It carries 17 rounds in a magazine.&lt;br /&gt;
[[File:SIG P320-M18.jpg|thumb|none|350px|SIG-Sauer P320-M18 - 9x19mm. This commercial version of the M18 MHS comes in versions both with and without the manual safety of the military model.]]&lt;br /&gt;
[[File:SCP M18.jpg|600px|thumb|none|The M18 in all it's glory, probably pilfered from the nearest NG barracks.]]&lt;br /&gt;
[[File:SCP M18-2.jpg|600px|thumb|none|Unlike the &amp;quot;Radian 19X&amp;quot;, this does have some SIG branding, albeit a blanked slide to avoid a big lawsuit. The frame is a non serialized component, so we can't be sued.]]&lt;br /&gt;
[[File:SCP SIG M18 Idle.jpg|600px|thumb|none|Having outrun the wraith of copyright lawyers, the AFA agent enjoys range time with his FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Irons.jpg|600px|thumb|none|And it's overly wide sights. The RMR plate does mean you can give it a nice RMR.]]&lt;br /&gt;
[[File:SCP SIG Sauer M18 MagCheck.jpg|600px|thumb|none|&amp;quot;Yep that's a bullet.&amp;quot;]]&lt;br /&gt;
[[File:SCP M18 Inspect.jpg|600px|thumb|none|It must be said that it's a good fit for an operator in black to wield a brightly FDE firearm.]]&lt;br /&gt;
[[File:SCP SIG M18 Brass.jpg|600px|thumb|none|Tugging the slide back just enough to see the bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M18 Inspect2.jpg|600px|thumb|none|And whacking it back into battery.]]&lt;br /&gt;
[[File:SCP M18 Empty.jpg|600px|thumb|none|Revealing the empty mag, this photo shows us that we DO HAVE FULL INFORMATION ON THE SLIDE (showing us this is a commercial P320 M18 and not a military issue one).]]&lt;br /&gt;
[[File:SCP M18 Reload.jpg|600px|thumb|none|RUN AGENT! RACK THE SLIDE HOME AND DON'T LET ANYONE GET YOU!.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
An [[FN Five-seveN]] appears sporting an FDE finish on the frame, a standard black framed variant does exist, but seems to be unusable at this time. It carries 20 round in a magazine.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|350px|thumb|none|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2.jpg|600px|thumb|none|The two-tone FN Five-SeveN. Because MTF patrols wear Level III's.]]&lt;br /&gt;
[[File:SCP FiveSeven Mk2-2.jpg|600px|thumb|none|It matches the photo of the Mk 2 FDE model we have here on IMFDB, which is more than likely the model.]]&lt;br /&gt;
[[File:SCP FiveSevens.jpg|600px|thumb|none|The FDE and all-black model in the Nebulous Void, which knowing SCP lore is called SCP-490104306t01-5.]]&lt;br /&gt;
[[File:SCP FiveSeven Idle.jpg|600px|thumb|none|Having splurged rather than follow the rules of eco rounds, the AFA operator takes his Five-SeveN for a spin.]]&lt;br /&gt;
[[File:SCP FiveSeven Irons.jpg|600px|thumb|none|OoooooOOOOOOOoooo three dot sights!]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect.jpg|600px|thumb|none|OooooooOOOOOOOOoooo picatinny accessory rail!]]&lt;br /&gt;
[[File:SCP FiveSeven Brass.jpg|600px|thumb|none|OoooooooOOOOOOOOOoooo bullet in the chamber!]]&lt;br /&gt;
[[File:SCP FiveSeven Inspect2.jpg|600px|thumb|none|OooooooOOOOOOOoooo violence!]]&lt;br /&gt;
[[File:SCP FiveSeven MagCheck.jpg|600px|thumb|none|OOO-. Oh wait, that's just SS197SR. Standard FMJ's for training. While more than likely the only round the devs could get to model for the gun, this would make the penetration of the Five-SeveN less useful.]]&lt;br /&gt;
[[File:SCP FiveSeven Empty.jpg|600px|thumb|none|Fiiiiiiiiiiiiiine, no fun allowed.]]&lt;br /&gt;
[[File:SCP FiveSeven Reload.jpg|600px|thumb|none|Can't have anything fun in this organization!]]&lt;br /&gt;
[[File:SCP FiveSeven SlideRelease.jpg|600px|thumb|none|In angsty rage over no SS109, the AFA operative goes back to sad plinking.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1 Variant==&lt;br /&gt;
An [[M1911A1]] variant appears in the game, simply referred to as a &amp;quot;1911&amp;quot; in game. It's currently a legacy weapon that can still be accessed in the Area 12 raid, and can also be found on some SCP personnel but it currently doesn't have a proper inspect or magazine check magazine. Like most pistols, it features a threaded barrel and is capable of being fitted with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:The Veteran Colt 1991A1 Series 80.jpg|350px|thumb|none|Colt 1991A1 Series 80 - .45 ACP seems to bear the most resemblance to the model in game.]]&lt;br /&gt;
[[File:Taurus PT1911.jpg|350px|thumb|none|Taurus PT 1911 - .45 ACP]]&lt;br /&gt;
[[File:SCP M1911.jpg|600px|thumb|none|The amalgam 1911, half Colt, half Kimber, all confusing. And no, that's not the Wilson you think it is.]]&lt;br /&gt;
[[File:SCP M1911-2.jpg|600px|thumb|none|We do have an ambi safety, albeit no straight mainspring housing, front grip stippling/checkering or ANYTHING THAT TELLS US...]]&lt;br /&gt;
[[File:SCP M1911 Idle.jpg|600px|thumb|none|WHAT THIS IS!]]&lt;br /&gt;
[[File:SCP M1911 Irons.jpg|600px|thumb|none|The sights, which look like a Novak sight setup after a few sips of NyQuil.]]&lt;br /&gt;
[[File:SCP M1911 Reload.jpg|600px|thumb|none|We just need to swap mags...]]&lt;br /&gt;
[[File:SCP M1911 Reload2.jpg|600px|thumb|none|Look at the big .45 in the chamber...]]&lt;br /&gt;
[[File:SCP M1911 Slide Release.jpg|600px|thumb|none|Drop the slide and move on before it raises more questions..]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
A [[Beretta M9A3]] that's simply referred to as an &amp;quot;M9&amp;quot;, is shown its factory FDE finish is found in the Area 12 raid. Like the Five seveN, there exist world models in both FDE and black, but the first person model is currently FDE. The M9A3 used to sport a black finish prior to the &amp;quot;This Is Why&amp;quot; update.&lt;br /&gt;
[[File:BerettaM9A3.jpg|350px|thumb|none|Beretta M9A3 in FDE - 9x19mm]]&lt;br /&gt;
[[File:M9A3 black.jpg|350px|thumb|none|Beretta M9A3 with its black finish - 9x19]]&lt;br /&gt;
[[File:SCP M9A3.jpg|600px|thumb|none|It's now becoming rapidly clear the AFA got all of their guns from the DoD's test pile.]]&lt;br /&gt;
[[File:SCP M9A3-2.jpg|600px|thumb|none|And that Beretta took the markings in the divorce trial.]]&lt;br /&gt;
[[File:SCP M9A3 Idle.jpg|600px|thumb|none|Following a lengthy court battle, the AFA finally gets his M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Irons.jpg|600px|thumb|none|Due to the previous legal kerfuffle, we at IMFDB are obligated to call this gun an M9. Such as these normal M9 sights.]]&lt;br /&gt;
[[File:SCP M9A3 Inspect.jpg|600px|thumb|none|And the normal Bruniton finish of an M9, not the FDE of the M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Brass.jpg|600px|thumb|none|Or this normal bullet in the chamber.]]&lt;br /&gt;
[[File:SCP M9A3 MagCheck.jpg|600px|thumb|none|And in the magazine.]]&lt;br /&gt;
[[File:SCP M9A3 Empty.jpg|600px|thumb|none|And in the follower of a normal M9 mag, not the special 17 round Vertec mag of the M9A3.]]&lt;br /&gt;
[[File:SCP M9A3 Reload.jpg|600px|thumb|none|We're going to put the mag in the gun.]]&lt;br /&gt;
[[File:SCP M9A3 SlideRelease.jpg|600px|thumb|none|And not ask questions.]]&lt;br /&gt;
[[File:SPC M9A3 Black.jpg|600px|thumb|none|In the Area 12 map, the AFA operator finds a black finished M9A3 next to its former owner. Only to end up magically being in FDE once equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 360==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 360]] appears as a usable weapon, under the nomenclature of &amp;quot;360-J&amp;quot;. It deals more damage than its 9mm and .45 ACP counter parts. However, the operator exclusively fires it in Double-Action mode, and it only holds five rounds in the cylinder, it also is reloaded one round at a time.&lt;br /&gt;
[[File:S&amp;amp;W 360.jpg|300px|thumb|none|S&amp;amp;W Model 360 - .357 Magnum]]&lt;br /&gt;
[[File:SCP SW-360.jpg|600px|thumb|none|Because the smart choice to take with you in a mission against ungodly powerful monsters and rogue MTF agents is a 5 shot .357 snub nosed with no speed loaders.]]&lt;br /&gt;
[[File:SCP SW-360-2.jpg|600px|thumb|none|And a trigger that hasn't gotten the hammer's single action memo and is refusing to listen to his email.]]&lt;br /&gt;
[[File:SCP SW-360 Idle.jpg|600px|thumb|none|Having traded a P345 to some weird doctor at base, the AFA agents mildly regrets his decision.]]&lt;br /&gt;
[[File:SCP SW-360 Irons.jpg|600px|thumb|none|The low profile carry sights of a J-Frame aren't helping the matter.]]&lt;br /&gt;
[[File:SCP SW-360 Cylinder.jpg|600px|thumb|none|Checking the five-round cylinder of the S&amp;amp;W 360, praying it's at least .357 JHP's in here.]]&lt;br /&gt;
[[File:SCP SW-360 Reload.jpg|600px|thumb|none|Currently, the reload is bugged, but it does give us a good look at the actual modeled rounds going into the cylinder.]]&lt;br /&gt;
[[File:SCP SW-360 CylinderClose.jpg|600px|thumb|none|Very similar to the screen above, the operator beings to gently closes the cylinder, as opposed to flicking it back in place like how most games do. Which is recommended as it can potentially damage the crane.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Stealth Hunter==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]] is also a legacy weapon that has yet to be updated and lacks an inspect animation of its own, called the &amp;quot;Stealth Hunter&amp;quot;. It holds 6 rounds, like a standard revolver. Unlike the Model 360, the operator uses it in Single-Action mode instead. It is the most powerful sidearm to use in terms of raw firepower. Like the above revolver, it also is reloaded one round at a time as well.&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|S&amp;amp;W M629 Stealth Hunter .44 Magnum]]&lt;br /&gt;
[[File:SCP SW629.jpg|600px|thumb|none|All of the revolvers of Pandemic are currently having to tell their sears and hammers to get along and it's not working.]]&lt;br /&gt;
[[File:SCP SW629-2.jpg|600px|thumb|none|I hope they iron that out soon. Note that while this gun lacks any S&amp;amp;W branding, it still has the marketing Marcas Astradas text above the cylinder.]]&lt;br /&gt;
[[File:SCP SW-629 Idle.jpg|600px|thumb|none|What west this beast of a cannon is the fastest gun of, neither us or the AFA agent know.]]&lt;br /&gt;
[[File:SCP SW-629 Irons.jpg|600px|thumb|none|It does have better sights at the least.]]&lt;br /&gt;
[[File:SCP SW-629 CylinderCheck.jpg|600px|thumb|none|Checking the cylinder...]]&lt;br /&gt;
[[File:SCP SW-629 CloseCylinder.jpg|600px|thumb|none|&amp;quot;Looks like .44 to me!&amp;quot;]]&lt;br /&gt;
[[File:SCP SW-629 HammerPull.jpg|600px|thumb|none|Firing it does reveal that the gun is fired in SAO, bar the current trigger/hammer debacle.]]&lt;br /&gt;
[[File:SCP SW-629 Reload.jpg|600px|thumb|none|And we even have a modeled and used ejector rod!]]&lt;br /&gt;
[[File:SCP SW-629 Reload2.jpg|600px|thumb|none|But no speedloaders, MidwayUSA doesn't deliver out here at Area 12.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A4]] appears in the game, known only as an &amp;quot;MP5&amp;quot;. Accurately depicted with its polymer pictogram selector marking trigger housing, and as such it is capable of semi, burst, and automatic fire modes.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|450px|thumb|none|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:SCP MP5A4.jpg|600px|thumb|none|Having learned they made up an MP5 for his role in &amp;quot;Modern Warfare 2&amp;quot;, a proper MP5 comes to Pandemic.]]&lt;br /&gt;
[[File:SCP MP5A4-2.jpg|600px|thumb|none|With no H&amp;amp;K markings. What they don't know, won't hurt em.]]&lt;br /&gt;
[[File:SCP MP5 Idle.jpg|600px|thumb|none|In a modern apocalypse, the AFA operator worries about his rather vintage mainline arm.]]&lt;br /&gt;
[[File:SCP MP5 Irons.jpg|600px|thumb|none|And no rail either, just a nice ol' diopter.]]&lt;br /&gt;
[[File:SCP MP5 MagCheck.jpg|600px|thumb|none|It does at least have bullets, he's got that going for him.]]&lt;br /&gt;
[[File:SCP MP5 Inspect.jpg|600px|thumb|none|But it lacks a panache...]]&lt;br /&gt;
[[File:SCP MP5 Empty.jpg|600px|thumb|none|Wait, hold up.]]&lt;br /&gt;
[[File:SCP MP5 Reload1.jpg|600px|thumb|none|Locking the charging handle back...]]&lt;br /&gt;
[[File:SCP MP5 Reload2.jpg|600px|thumb|none|Whatever will he do next?]]&lt;br /&gt;
[[File:SCP MP5 HK Slap.jpg|600px|thumb|none|YOOOOOOOOOOOOO!]]&lt;br /&gt;
&lt;br /&gt;
==Grand Power Stribog SP9 A1== &lt;br /&gt;
A [[Grand Power Stribog series|Grand Power Stribog SP9 A1]] with an A3 Tactical modular folding stock appears as an entry level SMG, found relatively early on in Area 12.&lt;br /&gt;
[[File:Stribog SP9 A1 SBT.jpg|450px|thumb|none|Grand Power Stribog SP9 A1 - 9x19mm]]&lt;br /&gt;
[[File:SCP Stribog.jpg|600px|thumb|none|The Crusade against the SCP Foundation is brought to you by the terrified actions of national governments, the combined arsenals of humanity, and viewers like you, thank you.]]&lt;br /&gt;
[[File:SCP Stribog-2.jpg|600px|thumb|none|What, were you expecting something fancier? No, it's a Stribog.]]&lt;br /&gt;
[[File:SCP Stribog Idle.jpg|600px|thumb|none|It's the PPC equivalent of a Toyota Corolla from a rental lot.]]&lt;br /&gt;
[[File:SCP Stribog Irons.jpg|600px|thumb|none|Hey, least it has decent sights, unlike the MP5.]]&lt;br /&gt;
[[File:SCP Stribog Inspect.jpg|600px|thumb|none|Inspecting the weapon reveals the dastardly AFA has given him a PCC version with a Safe-Fire selector. And his Safe position now MAGICALLY FIRES THE GUN!]]&lt;br /&gt;
[[File:SCP Stribog MagCheck.jpg|600px|thumb|none|I suppose an extrajudicial multinational military force is allowed to break a few guns. As a treat.]]&lt;br /&gt;
[[File:SCP Stribog Empty.jpg|600px|thumb|none|Oh no, an SCP has magically stolen this operator's bullets!]]&lt;br /&gt;
[[File:SCP Stribog Reload.jpg|600px|thumb|none|Reloading, note the &amp;quot;fire&amp;quot; position acts as the full-auto on this not-a-carbine-i-assure-you SMG.]]&lt;br /&gt;
[[File:SCP Stribog Reload2.jpg|600px|thumb|none|What the ATF doesn't know won't hurt them.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
[[File:P90 tact d 500px.jpg|400px|thumb|none|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[File:SCP P90.jpg|600px|thumb|none|When gifted a P90, the AFA didn't ask or inform them of the critical question &amp;quot;what theater are you deploying in&amp;quot; since they signed the slip with &amp;quot;yes.&amp;quot;]]&lt;br /&gt;
[[File:SCP P90-2.jpg|600px|thumb|none|So the Belgians gifted them crates of FDE P90 Tacticals in the hopes that 5.7 will save the day.]]&lt;br /&gt;
[[File:SCP P90s.jpg|600px|thumb|none|It might, no one knows. Behold the currently AI exclusive BLACK P90!]]&lt;br /&gt;
[[File:SCP P90 Irons.jpg|600px|thumb|none|You don't get it. You get this. Have fun aiming it, nerd.]]&lt;br /&gt;
[[File:SCP P90 MagCheck.jpg|600px|thumb|none|A look through the translucent mag, impressive how it has modeled rounds through it. The same rounds as the earlier Five-SeveN.]]&lt;br /&gt;
[[File:SCP P90 MagCheck2.jpg|600px|thumb|none|The game tracks the number of rounds left in the magazine as well, good to know with your FMJ 5.7.]]&lt;br /&gt;
[[File:SCP P90 Empty.jpg|600px|thumb|none|The magazine is now empty. It brings you peace.]]&lt;br /&gt;
[[File:SCP P90 Reload.jpg|600px|thumb|none|But I do not want peace!]]&lt;br /&gt;
[[File:SCP P90 Reload2.jpg|600px|thumb|none|I want war!]]&lt;br /&gt;
[[File:SCP P90 Reload3.jpg|600px|thumb|none|VIOLENCE!]]&lt;br /&gt;
&lt;br /&gt;
==Hecker &amp;amp; Koch MP7A2==&lt;br /&gt;
[[File:MP7A2.jpg|400px|thumb|none|Hecker &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:SCP MP7.jpg|600px|thumb|none|The AFA's FDE'd MP7A2. Someone couldn't get RAL8000 but Rust-oleum has a paint that's sorta close.]]&lt;br /&gt;
[[File:SCP MP7-2.jpg|600px|thumb|none|Honestly a better look than RAL &amp;quot;BABY POOPENFARTEN BROWN&amp;quot; 8000.]]&lt;br /&gt;
[[File:SCP MP7s.jpg|600px|thumb|none|The black model of the MTF to remind you what TWO MP7's look like.]]&lt;br /&gt;
[[File:SCP MP7 idle.jpg|600px|thumb|none|And there's the funny gun everybody, clap!]]&lt;br /&gt;
[[File:SCP MP7 Irons.jpg|600px|thumb|none|THE AGENT SAYS CLAP! LOOK AT HIS RAISED RIFLE SIGHTS!]]&lt;br /&gt;
[[File:SCP MP7 Inspect.jpg|600px|thumb|none|none|Good, now look at the gun!]]&lt;br /&gt;
[[File:SCP MP7 ChamberCheck.jpg|600px|thumb|Look at the bullet in the chamber!]]&lt;br /&gt;
[[File:SCP MP7 MagCheck.jpg|600px|thumb|none|Look at the magazine in a way that hopefully means this is filled with AP 4.6!]]&lt;br /&gt;
[[File:SCP MP7 Reload.jpg|600px|thumb|none|Put it back in the gun! Quick!]]&lt;br /&gt;
[[File:SCP MP7 BoltRelease.jpg|600px|thumb|none|They'll be shattered if they learned we skimped and sent them FMJ's AGAIN!]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as a mid tier SMG, known as the &amp;quot;UMP-45&amp;quot; in game. It carries 25 rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|450px|thumb|none|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:SCP UMP45.jpg|600px|thumb|none|As a tactical shooter in 202X, you are contractually obligated to have a UMP-45.]]&lt;br /&gt;
[[File:SCP UMP45-2.jpg|600px|thumb|none|It's in the bylaws. Either read it correctly or contact your union rep.]]&lt;br /&gt;
[[File:SCP UMP45 Idle.jpg|600px|thumb|none|The operative holds his UMP, preparing to police this brutality.]]&lt;br /&gt;
[[File:SCP UMP45 Inspect.jpg|600px|thumb|none|Wait hang on there's an itch on my back h-]]&lt;br /&gt;
[[File:SCP UMP45 Irons.jpg|600px|thumb|none|Woah! Iron sights! No u-notch for you!]]&lt;br /&gt;
[[File:SCP UMP45 MagCheck.jpg|600px|thumb|none|You get .45 ACP at least, since you've been so polite.]]&lt;br /&gt;
[[File:SCP UMP45 BrassCheck.jpg|600px|thumb|none|Having seen the bolt release on the UMP, the operator chooses to just use the charging handle.]]&lt;br /&gt;
[[File:SCP UMP45 Empty.jpg|600px|thumb|none|You've lost .45 priviledges.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] appears in the game as a high tier rifle found later in Area 12. In better lighting, it also appears to have Colt markings on the lower.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|450px|thumb|none|Mk 18 Mod 1 SOPMOD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP Mk 18.jpg|600px|thumb|none|Hey r/Guns, look at my new build! By default, it's pre-fitted with a Daniel Defense RIS II handguard, KAC Micro BUIS, LMT Crane Stock, Surefire SOCOM 4-Prong Flash Hider and a tan A2 pistol grip.]]&lt;br /&gt;
[[File:SCP Mk18-2.jpg|600px|thumb|none|Opposite side of the weapon. As seen on most AR-15 variants, brass marks are present on the deflector after some use. Because we have standards.]]&lt;br /&gt;
[[File:SCP Mk 18 Idle.jpg|600px|thumb|none|After many glorious bits of Reddit gold, the operator heads out to shoot his funny gun.]]&lt;br /&gt;
[[File:SCP Mk18 Irons.jpg|600px|thumb|none|A look through the KAC irons. Seems to be inspired by MW 2019, don't you think? Imitation is the most sincere form of flattery.]]&lt;br /&gt;
[[File:SCP Mk18 Inspect.jpg|600px|thumb|none|The operator admires his Mk 18. Fittingly enough, the player models are rocking FBI UIU patches. Wonder if their HRT counterparts would get envious?]]&lt;br /&gt;
[[File:SCP Mk18 ChamberCheck.jpg|600px|thumb|none|Checking the chamber of the Mk 18|Inspecting the chamber, confirming the modeled brass.]]&lt;br /&gt;
[[File:SCP Mk18 mag check.jpg|600px|thumb|none|The operator checks his mag, to his shock, the follower is clipping through the remaining round. Maybe the magazine is an SCP itself?]]&lt;br /&gt;
[[File:SCP Mk18 empty.jpg|600px|thumb|none|At least the follower is where it should be when empty, and it's a green anti-tilt one!]]&lt;br /&gt;
[[File:SCP Mk18 Bolt Slap.jpg|600px|thumb|none|The operator slaps the Mk18's bolt release, the reload animation is like a slightly softer version of the in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95 XB16L ==&lt;br /&gt;
An [[IWI X95|X95 XB16L]] appears, it is the first assault rifle the player finds in Area 12. There exist a black version of the rifle, but as per usual, it is currently unusable at the time of this writing.&lt;br /&gt;
[[File:Iwi x95 xb16.jpg|450px|thumb|none|IWI X95 XB16L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP X95.jpg|600px|thumb|none|Shalom.]]&lt;br /&gt;
[[File:SCP X95-2.jpg|600px|thumb|none|For an agency mostly operating in dark and tightly knit hallways underground, you'd think the MTF would use more bullpups, huh?]]&lt;br /&gt;
[[File:SCP X95 Idle.jpg|600px|thumb|none|Yep, that's a Tavor.]]&lt;br /&gt;
[[File:SCP X95 MagCheck.jpg|600px|thumb|none|Yep, those are bullets.]]&lt;br /&gt;
[[File:SCP X95 ChamberCheck.jpg|600px|thumb|none|That one is too.]]&lt;br /&gt;
[[File:SCP X95 Irons.jpg|600px|thumb|none|These are back up iron sights built into the toprail of this X95.]]&lt;br /&gt;
[[File:SCP X95 Reload.jpg|600px|thumb|none|I am stuffing a mag into this X95.]]&lt;br /&gt;
[[File:SCP X95 reload2.jpg|600px|thumb|none|Mag_inserted. Bolt_Release.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Both an [[FN SCAR-H|FN SCAR-H STD]] and a SCAR-H CQC appear as usable weapon in the game, unlike most weapons, the player can actually access both FDE and black versions of the rifles. Thanks to its large caliber, it is entirely capable of dismembering and decapitating humanoid enemies in a single shot.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|450px|thumb|none|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H STD table.jpg|600px|thumb|none|Because I don't care what plates the MTF rock, I want them DEAD!]]&lt;br /&gt;
[[File:SCP SCAR-H STD-2.jpg|600px|thumb|none|No I don't care how long the rifle is, I need 7.62 NATO!]]&lt;br /&gt;
[[File:SCP SCAR-H STD.jpg|600px|thumb|none|These animations are shared between this and the CQC model, and the operative realizes his impatient behavior reflects badly on the AFA.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
[[File:SCAR-H CQC.jpg|450px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP SCAR-H CQC.jpg|600px|thumb|none|So back to the lab again, we get our nice black SCAR-H. Made at everyone's favorite Belgian Arms maker, Factory!]]&lt;br /&gt;
[[File:SCP SCAR-H CQC-2.jpg|600px|thumb|none|I love their SCAR-H and the Higher-Power.]]&lt;br /&gt;
[[File:SCP SCAR-H Idle.jpg|600px|thumb|none|Now that we're not going to play accidental combat limbo with a long barreled SCAR in tight corridors, let's look at the SCAR.]]&lt;br /&gt;
[[File:SCP SCAR-H Irons.jpg|600px|thumb|none|And the &amp;quot;sights&amp;quot; of the SCAR. Stop booing me.]]&lt;br /&gt;
[[File:SCP SCAR-H MagCheck.jpg|600px|thumb|none|You kids these days and your fancy jokes, in my day that pun would've gotten me loads of material.]]&lt;br /&gt;
[[File:SCP SCAR-H Inspect.jpg|600px|thumb|none|Fine, I know what you want. See these bullets?]]&lt;br /&gt;
[[File:SCP SCAR-H Reload1.jpg|600px|thumb|none|I know what you kids want, that #GucciGucciOperator stuff.]]&lt;br /&gt;
[[File:SCP SCAR-H Reload2.jpg|600px|thumb|none|Watch this totally original magflip! Absolutely not just MW 2019!.]]&lt;br /&gt;
[[File:SCP SCAR-H BoltRelease.jpg|600px|thumb|none|GNARLY!]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] and its little brother appear in the game, both have great stopping power, only just short of the SCAR-H's. Like it's Battle Rifle counter part, the AK-103 is also capable of dismemberment, however this is not the case for the AK-104.&lt;br /&gt;
[[File:AK103.jpg|450px|thumb|none|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:SCP AK-103 Idle.jpg|600px|thumb|none|Somewhere in Nevada, an operator holds his AK-103.]]&lt;br /&gt;
[[File:SCP AK-103 Irons.jpg|600px|thumb|none|A gracious gift from the AFA's new Russian allies. Fresh from the crates.]]&lt;br /&gt;
[[File:SCP AK-103 BrassCheck.jpg|600px|thumb|none|And look, look!]]&lt;br /&gt;
[[File:SCP AK-103 Magcheck.jpg|600px|thumb|none|Y'see? Nice Russian ammo! Not cheap steel case! We're friends now.]]&lt;br /&gt;
[[File:SCP AK-103 Empty.jpg|600px|thumb|none|Right? Guys?]]&lt;br /&gt;
[[File:SCP AK-103 reload.jpg|600px|thumb|none|Also as part of the Tactical Gun Bylaws, you must reload an AK by slapping a loaded one against the magazine release.]]&lt;br /&gt;
[[File:SCP AK-103 Reload2.jpg|600px|thumb|none|Then doing an underhand charge of the action.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
[[File:AK104.jpg|450px|thumb|none|AK-104 - 7.62x39]]&lt;br /&gt;
[[File:SCP AK-104.jpg|600px|thumb|none|AK-104, who needs a flashbang when this exists?]]&lt;br /&gt;
[[File:SCP AK-104-2.jpg|600px|thumb|none|Until they add AKS-74U's.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
[[File:AK-74M.jpg|450px|thumb|none|AK-74M 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-74M.jpg|600px|thumb|none|Now you too can be a loss Russian conscript, who has magically gotten to Nevada.]]&lt;br /&gt;
[[File:SCP AK-74M-2.jpg|600px|thumb|none|Have fun finding 5.45 state-side, nerd.]]&lt;br /&gt;
&lt;br /&gt;
===AK-105===&lt;br /&gt;
[[File:AK-105.jpg|450px|thumb|none|AK-105 5.45x39mm]]&lt;br /&gt;
[[File:SCP AK-105.jpg|600px|thumb|none|Now that the contractual snarkiness and self referential humor is over, I would like to say this modeling is very nice.]]&lt;br /&gt;
[[File:SCP AK-105-2.jpg|600px|thumb|none|Thanks, ISMC!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 21N==&lt;br /&gt;
The [[Galil ACE#Galil ACE (5.56x45mm NATO, STANAG-Style Magazine)|Galil ACE 21N]] appears in the game. It has &amp;quot;Galil ACE SAR&amp;quot; markings on the receiver like civilian models, but appears to have the barrel of the military ACE 21N, as well as having the corresponding three-position fire selector markings.&lt;br /&gt;
[[File:ACE 21N.jpg|thumb|none|450px|IWI US Galil ACE 21N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-22.jpg|600px|thumb|none|Oy GEVALT.]]&lt;br /&gt;
[[File:SCP ACE-22-2.jpg|600px|thumb|none|We were thankfully sent a ACE with a STANAG magwell, so we're not sourcing 40 year old surplus Galil mags.]]&lt;br /&gt;
[[File:SCP ACE-21 Idle.jpg|600px|thumb|none|Thank you IWI-USA for your bits and continued support of the war on the SCP Foundation!]]&lt;br /&gt;
[[File:SCP ACE-21 Irons.jpg|600px|thumb|none|And your relatively clean irons, you're our favorite little pogchamp!]]&lt;br /&gt;
[[File:SCP ACE-21 Inspect.jpg|600px|thumb|none|Wait this is a gun, and I'm NOT running a Twitch stream!]]&lt;br /&gt;
[[File:SCP ACE-21 Chamber.jpg|600px|thumb|none|Uh, d-duh, brass check! Bullet in chamber!]]&lt;br /&gt;
[[File:SCP ACE-21 BoltSlap.jpg|600px|thumb|none|Wisely tapping the charging handle to make sure it fully seats!]]&lt;br /&gt;
[[File:SCP ACE-21 MagCheck.jpg|600px|thumb|none|Bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 EmptyMag.jpg|600px|thumb|none|No bullets!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload.jpg|600px|thumb|none|Put the mag in!]]&lt;br /&gt;
[[File:SCP ACE-21 Reload2.jpg|600px|thumb|none|No you're missing the hole jus' put it in the-]]&lt;br /&gt;
[[File:SCP ACE-21 BoltPull.jpg|600px|thumb|none|Whoops! Not safe for this Christian wiki sight, let's just tug the charging handle and move on!]]&lt;br /&gt;
&lt;br /&gt;
==Galil ACE 22N==&lt;br /&gt;
[[File:ACE 22N.jpg|thumb|none|450px|IWI Galil ACE 22N - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCP ACE-21-1.jpg|600px|thumb|none|Here's the left side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-21-2.jpg|600px|thumb|none|Here's the right side of the 22N.]]&lt;br /&gt;
[[File:SCP ACE-22 Inspect.jpg|600px|thumb|none|Here is the 22N. Now for the moment you've all been waiting for...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
[[File:AS Val.jpg|450px|thumb|none|AS VAL- 9x39mm]]&lt;br /&gt;
[[File:SCP AS-VAL.jpg|600px|thumb|none|The AS VAL!]]&lt;br /&gt;
[[File:SCP AS-VAL-2.jpg|600px|thumb|none|Tantalyzing western gun owners since STALKER: Shadow of Chernobyl. And thanks to GRU funding...]]&lt;br /&gt;
[[File:SCP AS VAL Idle.jpg|600px|thumb|none|You get to use it against actual people! Have fun!]]&lt;br /&gt;
[[File:SCP AS VAL Inspect.jpg|600px|thumb|none|The operator inspects his gun, it's just like his Japanese ani-. Wait this is Russian.]]&lt;br /&gt;
[[File:SCP AS VAL Chamber.jpg|600px|thumb|none|A rather perplexing and flexible way to chamber check an AK style charging handle.]]&lt;br /&gt;
[[File:SCP AS VAL MagCheck.jpg|600px|thumb|none|Having checked to see if gun have boolet, he finds it has the best boolet. SP-6/SSP boolet.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
[[File:Mossberg590.jpg|450px|thumb|none|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[File:SCP M590.jpg|600px|thumb|none|Having gotten the recent shipment of shotguns from Bass Pro Shop, the AFA now gets it's most deadly weapon!]]&lt;br /&gt;
[[File:SCP M590-2.jpg|600px|thumb|none|Modestly priced American pump shotguns!]]&lt;br /&gt;
[[File:SCP M590 Idle.jpg|600px|thumb|none|QUAKE IN FEAR, MTF UNITS! FOR I HAVE THIS FOR THE LOW LOW PRICE OF 439.99 FOR THIS WEEKEND ONLY!]]&lt;br /&gt;
[[File:SCP M590 Irons.jpg|600px|thumb|none|And now that our sponsors are satisfied, look at this ghost ring.]]&lt;br /&gt;
[[File:SCP M590 Pump.jpg|600px|thumb|none|And after we pummel ancient rock formations with 00 Buck, notice our convienent shells! Marked Buckshot!]]&lt;br /&gt;
[[File:SCP M590 Reload.jpg|600px|thumb|none|Thank you buckshot! You make the world less filled with eldritch horrors.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90 Tactical==&lt;br /&gt;
A [[Benelli M4 Super 90]] appears as a recently added weapon, it's modeled with a 5-round magazine tube, but it can somehow hold 8 rounds.&lt;br /&gt;
[[File:M4 Tactical.jpg|450px|thumb|none|Benelli M4 Tactical with a 5-round magazine tube. - 12 gauge]]&lt;br /&gt;
[[File:SCP Benelli M4.jpg|600px|thumb|none|Evidently when the AFA began acquiring weapons for their fight against the Foundation, they turned to the US Armed Forces and asked for M1014's.]]&lt;br /&gt;
[[File:SCP Benelli M4-2.jpg|600px|thumb|none|Someone missed the memo on that and the M18's.]]&lt;br /&gt;
[[File:SCP Benelli M4 world.jpg|600px|thumb|none|The Benelli's world model, showing off it's 5-round magazine tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 idle.jpg|600px|thumb|none|Still, works well enough. It's a Benelli M4 after all!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Irons.jpg|600px|thumb|none|Nothing quite says &amp;quot;I'm about to scream and dump this tube of buckshot down a hallway&amp;quot; more than these iron sights!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 Inspect1.jpg|600px|thumb|none|But don't take my word for it, take it from our lovely bestest buddy...]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 ChamberCheck.jpg|600px|thumb|none|Buckshot! How's it going buddy!]]&lt;br /&gt;
[[File:SCP Benelli M4 Super 90 TubeCheck.jpg|600px|thumb|none|Buckshot declined to comment, so we're going to press our thumb on the mag tube. This gives a vague approximation of how many shells are in the tube.]]&lt;br /&gt;
[[File:SCP Benelli M4 Reload.jpg|600px|thumb|none|Currently, the reload is bugged. The animation will always be the same, regardless if it's empty or not. The bolt automatically returns to battery the moment the animation beings to insert a shell into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
An iron sight (though can be fitted with a proper magnified scope) mounted [[M24 SWS|M24]] sniper rifle appears in the game, incorrectly referred to as the M24A3 variant. It appears to be modeled with a 5 round magazine, but can somehow hold 7 rounds. A semi-viable weapon, it's only as useful as its user behind it.  &lt;br /&gt;
[[File:M24-2.jpg|450px|thumb|none|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCP M24.jpg|600px|thumb|none|Someone HAS informed high command that we're going to battle in tunnels right? How useful can this b-.]]&lt;br /&gt;
[[File:SCP M24-2.jpg|600px|thumb|none|Alright, alright, I'll shut up. Thanks for the bolt action sniper rifle.]]&lt;br /&gt;
[[File:SCP M24A3 Idle.jpg|600px|thumb|none|This will save me from eldritch horrors who consider 120mm SABOT darts to be a tickling competition.]]&lt;br /&gt;
[[File:SCP M24A3 Inspect.jpg|600px|thumb|none|Least it has a box mag, right?]]&lt;br /&gt;
[[File:SCP M24A3 Brass.jpg|600px|thumb|none|And ammo, that's good.]]&lt;br /&gt;
[[File:SCP M24A3 Magcheck.jpg|600px|thumb|none|I like having ammo even if I'm being supplied like a Soviet conscript.]]&lt;br /&gt;
[[File:SCP M24A3 Irons.jpg|600px|thumb|none|Better iron sights than the conscript anyway.]]&lt;br /&gt;
[[File:SCP M24A3 Empty.jpg|600px|thumb|none|Oh no they took my bullets.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
VSS Vitorez appears only as a loadout weapon intended for PVP or the Hunt map. It's integrally suppressed, and capable of full auto fire much like in real life. As opposed to the AS-Val, it is limited only by it's 10 round magazine, and the operator can negligently empty it, if careless.&lt;br /&gt;
[[File:Vss1.jpg|450px|thumb|none|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[File:SCP VSS.jpg|600px|thumb|none|While it would be apt to make a joke about this gun being useless in tunnels, it IS at least suppressed.]]&lt;br /&gt;
[[File:SCP VSS-2.jpg|600px|thumb|none|And semi-automatic in a fairly effective cartridge. Can't have to handle the severe bullet drop of 9x39 in a tunnel.]]&lt;br /&gt;
[[File:SCP VSS Idle.jpg|600px|thumb|none|See? Looks nice.]]&lt;br /&gt;
[[File:SCP VSS Irons.jpg|600px|thumb|none|Has good sights (that we forgot to show off earlier with the VAL).]]&lt;br /&gt;
[[File:SCP VSS MagCheck.jpg|600px|thumb|none|It's a good r-. Oh.]]&lt;br /&gt;
[[File:SCP VSS Chamber.jpg|600px|thumb|none|Right. VSS mags. At least I got the same ammo.]]&lt;br /&gt;
[[File:SCP VSS Empty.jpg|600px|thumb|none|Thanks, I didn't want it anyway.]]&lt;br /&gt;
[[File:SCP VSS Reload.jpg|600px|thumb|none|Well time to go fight eldritch horrors with my California Compliant VAL.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Knights Armament Company LAMG==&lt;br /&gt;
The prototype version of the [[KAC LAMG]] appears in the game, it's found later half of the Area 12 raid. Belt fed MG, great for laying hate and dealing with crowds of zombies. It holds 100 rounds, but also takes a painfully long time to reload. The model in game is using a standard A2 style pistol grip and the M4's 6-position stock interestingly enough.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|450px|thumb|none|3D render of the KAC LAMG prototype, which the weapon in-game is based on.]]&lt;br /&gt;
[[File:SCP KAC LAMG1.jpg|600px|thumb|none|You might get rifles and SMG's from the 90's but the AFA does give you advanced early production light machine guns!]]&lt;br /&gt;
[[File:SCP KAC LAMG2.jpg|600px|thumb|none|Very useful to turn the zombified D-Class personnel and scientists into cursed mince meat.]]&lt;br /&gt;
[[File:SCP KAC LAMG.jpg|600px|thumb|none|An operator prepares to rip and tear until the belt is done with his LAMG.]]&lt;br /&gt;
[[File:SCP KAC LAMG Irons.jpg|600px|thumb|none|Comes equipped with a 100 round cloth belt box loaded with M855, KAC front and rear sights, (batteries sold separatly.)]]&lt;br /&gt;
[[File:SCP KAC LAMG Near Empty.jpg|600px|thumb|none|A most horrific sight: almost running dry on a belt-fed MG. The game keeps track of how many rounds are left in the belt.]]&lt;br /&gt;
[[File:SCP KAC LAMG Reload.jpg|600px|thumb|none|Fortunately, a new box and fresh belt of 5.56 is at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
An [[M67 frag grenade]] appears in game as a tertiary weapon. Very useful for crowd control.&lt;br /&gt;
[[File:Baseball.jpg|350px|thumb|none|M67 Fragmentation Grenade]]&lt;br /&gt;
[[File:SCP M67 Frag.jpg|600px|thumb|none|I believe that these need no introduction.]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hunt:_Showdown&amp;diff=1514505</id>
		<title>Hunt: Showdown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hunt:_Showdown&amp;diff=1514505"/>
		<updated>2022-08-14T19:15:12Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: I need to make my friend play more with me so I can unlock the Alofs, it's barrels of fun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''Hunt: Showdown''&lt;br /&gt;
|picture = Huntshowdown.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= &lt;br /&gt;
|date= 2018&lt;br /&gt;
|developer=Crytek&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 4&lt;br /&gt;
|publisher= Crytek&lt;br /&gt;
|genre=First-person shooter, Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Hunt: Showdown''''' is a multiplayer survival horror video game developed and published by Crytek. The game was originally created by Crytek USA, who wished to create a spiritual successor to ''Darksiders''—a video game series developed by their predecessor, Vigil Games—under the title ''Hunt: Horrors of the Gilded Age''. After the initial announcement in June 2014, Crytek USA was shut down due to financial issues, and the development was brought to the Crytek headquarters. The game, under the new title ''Hunt: Showdown'', was re-announced in May 2017. ''Hunt: Showdown'' was launched on Steam in early access on February 22, 2018, and was officially released on August 27, 2019.&lt;br /&gt;
&lt;br /&gt;
The game is set in a supernatural late 19th century, where bounty hunters enter the Louisiana swampland to hunt down dangerous monsters and collect their bounty. The game is PvPvE, with players fighting AI monsters to claim bounties and also fighting each other to take over others' bounties.&lt;br /&gt;
&lt;br /&gt;
'''The following guns are seen in the video game ''Hunt: Showdown'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Set in the late 19th century, ''Hunt: Showdown'' takes place in an area of rural Louisiana, where a mysterious illness has turned much of the local population into mindless monstrosities. Most rise as zombie-like &amp;quot;Grunts&amp;quot;, but others are twisted into more inhuman creatures by unknown forces. To make matters worse, demonic creatures from other realms are leaking into the real world. To solve this issue, players control hunters contracted by the mysterious American Hunters Association who enter monster-infested area, track down, and then kill a powerful &amp;quot;boss&amp;quot; creature. However, other players are also present in the game map, either solo or in groups of up to three people. Player-controlled hunters may kill other hunters and compete for the chance to be the first to track and kill the boss. &lt;br /&gt;
&lt;br /&gt;
Once a boss is killed, they must be &amp;quot;banished&amp;quot;, a process that takes a few minutes. During this time, all players are informed of the boss's location. The hunter or hunters that killed the boss must grab a bounty token and then find an exit. Other players may kill them and take the bounty for themselves. &lt;br /&gt;
&lt;br /&gt;
Firearms are divided into different categories based on their size and further by the type of ammunition they use. There are five ammo types:&lt;br /&gt;
&lt;br /&gt;
*Compact, which represents most pistol-sized cartridges. &lt;br /&gt;
*Medium, representing larger rifle-type rounds.&lt;br /&gt;
*Large, which comprise full-sized rifle rounds.&lt;br /&gt;
*Shells, which are shotgun shells.&lt;br /&gt;
*Special, a term used for ammunition that may be seen as rare or exotic for the setting, like the 7.63x25mm Mauser rounds used by the Mauser C96 or the Nitro Express ammunition used by the double rifle.  &lt;br /&gt;
&lt;br /&gt;
The player can take two primary weapons into a match. Weapons fit into one of three size slots- Small, Medium, or Large. Every weapon has at least one variant, which usually add some sort of attachment. These include bayonets, scopes, or suppressors. Other variants may decrease the size of a weapon, allowing the player to take what would normally be considered a &amp;quot;large&amp;quot; weapon into a &amp;quot;medium&amp;quot; slot. Weapons can also use alternate ammunition types, which include explosive ammo, incendiary ammo, shotgun slugs, and high-velocity rounds. Players may equip their hunter with a variety of different weapons, tools, and consumables that best suit their play style. However, if the player's hunter dies during a match, they will lose any equipment bought into the match and that hunter will be permanently removed from the player's roster. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt Open Top==&lt;br /&gt;
The [[Colt_1871-72_Open_Top|Colt Open Top]] revolver appears as the &amp;quot;Caldwell Conversion Pistol&amp;quot;, with an octagonal barrel reminiscent of the earlier [[Colt 1851 Navy]]. It unlocks at Rank 22, offering slightly more accuracy and power than the other sidearms on offer, while still using very common &amp;quot;Compact&amp;quot; ammunition. In the &amp;quot;Book of Weapons&amp;quot;, an in-game lore book and progress tracker, it is stated to be chambered in .44 caliber (most likely .44 Henry) and was invented by Henry Samuel Caldwell, the ''Hunt: Showdown'' universe's apparent stand-in for Samuel Colt. It's also implied to have been used during the Civil War, a strange inclusion but probably referring to it being a conversion of earlier Colt black powder revolvers. &lt;br /&gt;
&lt;br /&gt;
There are three variants of the gun in-game, including the standard model and the &amp;quot;Chain Pistol&amp;quot; which uses a series of 17 chambers like the Treeby Chain Gun instead of a normal cylinder. On one hand, you have to reload all 17 from empty if you run out of ammo. On the other hand, you now have 17 rounds of Compact ammo to dump into targets. The &amp;quot;Chain Pistol Pair&amp;quot; allows for dual-wielded revolvers, allowing players to effectively carry around a suppressive device. It's difficult to hit things, but with 34 rounds, you can certainly scare, suppress and eventually shoot a lot of enemies.&lt;br /&gt;
[[Image:Colt 1871-72 Open Top.jpg|thumb|none|350px|Colt 1872 Open Top - .44 RF]]&lt;br /&gt;
[[File:HuntCaldwell.jpg|thumb|none|600px|The &amp;quot;Caldwell Conversion&amp;quot; as seen in the store. Note the Colt 1851-influenced barrel.]] &lt;br /&gt;
[[File:HuntCaldwell1.jpg|thumb|none|600px|A hunter wanders down a road with his &amp;quot;Caldwell Conversion&amp;quot;.]]&lt;br /&gt;
[[File:HuntCaldwellReady.jpg|thumb|none|600px|Pointing the revolver down the road, wary of any potential threats.]]&lt;br /&gt;
[[File:HuntCaldwellAim.jpg|thumb|none|600px|The Colt's iron sights- as one would expect for such a revolver, they're rather small and hard to read.]]&lt;br /&gt;
[[File:HuntCaldwellReload.jpg|thumb|none|600px|Reloading the revolver. The ejector rod is never touched, with the casings simply falling out on their own; this is incorrect, as brass cases expand in their chambers upon firing, which necessitates the use of additional force to remove them (hence the ejector rod being there in the first place). Also note that the hammer is cocked, which would realistically render the cylinder unable to rotate- in reality, the hammer must instead be placed into the half-cock position to allow it to spin freely.]]&lt;br /&gt;
[[File:HuntCaldwellChain.jpg|thumb|none|600px|The &amp;quot;Chain Pistol&amp;quot; as seen in the store. Reloading that ponderous chain is much the same as the standard revolver- the hunter manually advances the chain and &amp;quot;ejects&amp;quot; (gestures around the ejector) spent casings and inserts new ones.]] &lt;br /&gt;
[[Image:HuntShowdownChainPistol.jpg|thumb|none|600px|A hunter holds the &amp;quot;Chain Pistol&amp;quot; on an Armored enemy before showing it how 17 rounds of .44 RF feel.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Walker Cartridge Conversion==&lt;br /&gt;
The other variant of the &amp;quot;Caldwell Conversion Pistol&amp;quot; is quite a bit more interesting. The &amp;quot;Caldwell Conversion Uppercut&amp;quot; is a version with an elongated cylinder that allows the pistol to use &amp;quot;Long&amp;quot; rifle cartridges, greatly increasing its damage at a cost of increased recoil. This stretched out revolver bears a resemblance to the [[Colt Walker]].&lt;br /&gt;
[[Image:ColtWalkerConversion.jpg|thumb|none|350px|Colt Walker Conversion - .45 Colt]]&lt;br /&gt;
[[File:HuntWalkerStore.jpg|thumb|none|600px|A chunky &amp;quot;Uppercut&amp;quot; in the store.]]&lt;br /&gt;
[[File:HuntWalkerHold.jpg|thumb|none|600px|A hunter wields his &amp;quot;Uppercut&amp;quot; while sneaking up on some feasting &amp;quot;Grunts&amp;quot;.]]&lt;br /&gt;
[[File:HuntWalkerAim.jpg|thumb|none|600px|The revolver's iron sights. Much like the base variant's sights, these are best used in combination with an electron microscope.]]&lt;br /&gt;
[[File:HuntWalkerReload.jpg|thumb|none|600px|Reloading the Walker. As with the Open Top, the ejector rod is never used. The hunter notably gives the &amp;quot;Uppercut&amp;quot; a rather vigorous shake when ejecting cartridges, however.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
An update added the [[Colt Single Action Army]] to ''H:S'''s arsenal, going by the name &amp;quot;Caldwell Pax&amp;quot; (&amp;quot;Pax&amp;quot; being Latin for &amp;quot;Peace&amp;quot;, an allusion to the SAA's nickname of &amp;quot;Peacemaker&amp;quot;) and unlocked at Rank 18. In the &amp;quot;Book of Weapons&amp;quot;, the Pax is mentioned as sometimes being referred to as the &amp;quot;Single Action Army&amp;quot;. A decent all-rounder, the SAA holds 6 rounds of &amp;quot;Medium&amp;quot; ammunition, and behaves rather like a somewhat tamer version of the cartridge-converted [[Colt Walker]] &amp;quot;Uppercut&amp;quot;. As with the rest of the game's gate-loading revolvers, the player character incorrectly ignores the ejector rod when reloading.&lt;br /&gt;
&lt;br /&gt;
The SAA has one variant to its name, the &amp;quot;Claw&amp;quot;; this has broken grip panels and a blade attached to the base of the grip, with its main advantage being stronger pistol-whipping.&lt;br /&gt;
[[File:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army w/5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:HuntPaxMenu.jpg|thumb|none|600px|The model of the &amp;quot;Caldwell Pax&amp;quot;. In a nice little bit of detail, the revolvers of ''Hunt: Showdown'' have cartridges fully modeled in their chambers. You can barely make out the brass casings of the .45 LC cartridges at the rear of the cylinder.]]&lt;br /&gt;
[[File:HuntSAANew.jpg|thumb|none|600px|While approaching Pitching Crematorium, a hunter carefully watches for any angry locals with her SAA.]]&lt;br /&gt;
[[File:HuntSAAReady.jpg|thumb|none|600px|The hunter readies the SAA, informing the nearby Grunt that they've just yee'd their last haw. ]]&lt;br /&gt;
[[File:HuntSAASights.jpg|thumb|none|600px|Aiming the &amp;quot;Pax&amp;quot; reveals that it has a fairly wide sight notch.]]&lt;br /&gt;
[[File:HuntSAAReload.jpg|thumb|none|600px|Reloading reveals the modeled ejector rod- not that it's actually used, as is demonstrated here after dealing with the local Grunt.]]&lt;br /&gt;
[[Image:HuntShowdownPaxClaw.jpg|thumb|none|600px|A hunter stumbles upon the &amp;quot;Claw&amp;quot; version of the Pax at a local armory. Note the broken grip and knife haphazardly shoved into the lower grip frame.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1892==&lt;br /&gt;
The [[Colt New Army &amp;amp; Navy|Colt Model 1892]] was added in Update 1.8.1 as the &amp;quot;Caldwell 92 New Army&amp;quot;, making it the second double-action revolver available in the game. Compared to the Nagant M1895 Officer, the M1892 deals slightly more damage and has a slightly greater effective range, but has a noticeably lower muzzle velocity and a slightly lower rate of fire. The swing-out cylinder also gives it a much faster reload than most other available revolvers. It is unlocked at Rank 12 and currently has no variants.   &lt;br /&gt;
[[Image:Hc-9289.jpg|thumb|none|350px|Colt New Army &amp;amp; Navy/Colt M1892 - .38 Long Colt]]&lt;br /&gt;
[[File:HuntM1892Store.jpg|thumb|none|600px|The M1892 in the store. One can only hope that your hunter doesn't run into the same problems with .38 caliber as US soldiers in the Philippines did, as the [[M1911]] is still about 17 years away.]]&lt;br /&gt;
[[File:HuntM1892-1.jpg|thumb|none|600px|A hunter gets on the double-action life.]]&lt;br /&gt;
[[File:HuntM1892Aim.jpg|thumb|none|600px|Aiming- it's a 19th century revolver, so we're pretty sure you know what kind of sights to expect by now.]]&lt;br /&gt;
[[File:HuntM1892Partial.jpg|thumb|none|600px|When performing a tactical reload, the cylinder is swung out and any spent cartridges are manually removed and replaced, similar to what happens on the Schofield revolver.]]&lt;br /&gt;
[[File:HuntM1892Empty.jpg|thumb|none|600px|If you're completely out though, the ejector rod is used. No speedloaders in the bayou, however (which is period-accurate, as speedloaders were not widespread until the 1970s).]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The Russian [[Nagant_M1895#Russian_Nagant_M1895|Nagant M1895]] appears in-game under its real name, a rarity given the game's usage of pseudonyms for popular firearms. It's unlocked at Rank 1, loaded with &amp;quot;Compact&amp;quot; rounds. There are two basic models of the Nagant in-game, the normal SAO version and the DAO &amp;quot;Officer's Model&amp;quot; and four variants for each.&lt;br /&gt;
&lt;br /&gt;
For the normal Nagant, there is the stock version alongside the &amp;quot;Precision&amp;quot; model. This version is a Nagant fitted with a shoulder stock similar to the [[Colt Official Police|Colt Army Special]] revolver. There is also the &amp;quot;Deadeye&amp;quot; which fits the Precision version with a small mid-range scope. And fittingly, there is a &amp;quot;Suppressed&amp;quot; model, fitted with a homemade suppressor on the end of the barrel.&lt;br /&gt;
&lt;br /&gt;
The Officer's Model versions follow a slightly different path. Beyond the normal version, there is the &amp;quot;Brawler&amp;quot; which fits a large knuckle duster like appendage to the front of the trigger guard and grip for increased melee damage. Then there's the &amp;quot;M1895 Carbine&amp;quot; which, as the name suggests, converts the revolver into a carbine with a longer barrel and the shoulder stock of the &amp;quot;Precision&amp;quot; revolver. And if that wasn't enough, there's also an &amp;quot;Officer's Carbine Deadeye&amp;quot; as a confusing albeit potent short to mid-range sniper rifle.&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Revolver - 7.62x38R Nagant]]&lt;br /&gt;
[[File:Colt-stocked.jpg|thumb|none|350px|Colt New Service with stock - .45 ACP]]&lt;br /&gt;
[[File:HuntNagantStore.jpg|thumb|none|600px|Your basic Nagant M1895 revolver. The trusty sidearm of beginner hunters everywhere. The markings bear &amp;quot;Em. &amp;amp; L. Nagant&amp;quot;, referencing the Nagant M1895's creators, brothers Émile and Léon Nagant.]]&lt;br /&gt;
[[File:HuntNagantSilencer.jpg|thumb|none|600px|As any good IMFDB browser would know, the Nagant 1895 is one of the few revolvers ever made that can accept a suppressor. The suppressor here, though, looks more like a car muffler than a firearm silencer. Note the homemade front sight to compensate for the increased bulk.]]&lt;br /&gt;
[[File:HuntNagantPrecision.jpg|thumb|none|600px|The &amp;quot;Nagant Precision&amp;quot; fitted with the New Service stock.]]&lt;br /&gt;
[[File:HuntNagantOfficer.jpg|thumb|none|600px|The &amp;quot;Officer&amp;quot; variant is much the same cosmetically, save for the off-white grip.]]&lt;br /&gt;
[[File:HuntBrawler.jpg|thumb|none|600px|The Officer's &amp;quot;Brawler&amp;quot; variant, however, is a different story. It's like an [[Apache Pepperbox Revolver]], except somewhat more practical.]]&lt;br /&gt;
[[Image:Nagant 1895 carbine.jpg|thumb|none|400px|Russian Nagant 1895 carbine version (12 inch barrel) - 7.62x38R Nagant. It is curious that the in-game version will continue to use a Colt-pattern holster instead of a wooden stock.]]&lt;br /&gt;
[[File:HuntOFficerCarbine.jpg|thumb|none|600px|A Pistol-Caliber Carbine, 1890s style.]]&lt;br /&gt;
[[File:HuntNagantHold.jpg|thumb|none|600px|A hunter holds his new-fangled Russian Nagant M1895 revolver.]]&lt;br /&gt;
[[File:HuntNagantAim.jpg|thumb|none|600px|Iron sights of the &amp;quot;Nagant M1895&amp;quot;, mildly better than the Colt Open Top, but not by much.]]&lt;br /&gt;
[[File:HuntNagantReload.jpg|thumb|none|600px|Reloading the &amp;quot;Nagant M1895&amp;quot;. Like the other revolvers, the ejector rod is never used. The spent casing seems to correctly be a 7.62x38R casing though. Interestingly, the entry for the Nagant in the Book of Weapons describes the 7.62x38R rounds as &amp;quot;strange bullets, tucked up inside like they were afraid to come out&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps Pepperbox==&lt;br /&gt;
The [[Sharps Pepperbox]] appears as the &amp;quot;Quad Derringer&amp;quot;, unlocked at Rank 66 and equipped as a tool rather than a legitimate firearm. Using its own &amp;quot;Derringer&amp;quot; ammo type, this pistol has a small but simple niche. It's a gun for fast firing, low damage output. It holds four rounds in four chambers and fires single-action. Twelve additional rounds are carried and ammunition for it cannot restocked during a match. Another added perk is that the Quad Derringer is one of the quietest non-suppressed firearms, so shots from it will not give away your position to hunters who may be some ways off.   &lt;br /&gt;
[[Image:Sharps_Model_1.jpg|thumb|none|350px|Sharps Model 1C - .22 Short]]&lt;br /&gt;
[[File:HuntPepperboxStore.jpg|thumb|none|600px|The original concealed carry.]]&lt;br /&gt;
[[File:HuntDerringer.jpg|thumb|none|600px|A hunter enjoys a scenic bayou view with his Quad Derringer.]]&lt;br /&gt;
[[File:HuntDerringerReady.jpg|thumb|none|600px|Readying the &amp;quot;Quad Derringer&amp;quot;, wary of angry water demons that will eat his shoes.]]&lt;br /&gt;
[[File:HuntDerringerSights.jpg|thumb|none|600px|Iron sights of the &amp;quot;Quad Derringer&amp;quot;, incredibly tiny but given its intended role, make sense.]]&lt;br /&gt;
[[File:HuntDerringerReload.jpg|thumb|none|600px|Reloading the &amp;quot;Quad Derringer&amp;quot;, the barrels are moved forward and topped off two at a time.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Schofield Model 3]] was added in Update 1.6.2 as a Rank 1 unlock under the name &amp;quot;Scottfield Model 3&amp;quot;, now joining the Nagant M1895 as the player's first handgun upon arriving in ''Hunt''. While it lacks the many variants that the Nagant has, and only has two special ammo types to its name, the Scottfield is a powerful piece in the right hands. While it has slightly lower damage than the earlier &amp;quot;Pax&amp;quot; pistol, accurately showing the slightly lower performance of .45 Schofield in comparison to .45 LC, it makes up for with very tight sights, good accuracy and a relatively fast rate of fire especially when combined with fanning. Not to mention the advantage of ejecting all of its rounds in one go. &lt;br /&gt;
&lt;br /&gt;
Update 1.7.2 added three variants of the Schofield: the &amp;quot;Scottfield Model 3 Spitfire&amp;quot;, which has a shortened barrel and trigger guard spur often seen on the [[Smith &amp;amp; Wesson No. 3 Russian Model]]. This variant features a higher rate of fire, at the cost of worse accuracy. The &amp;quot;Scottfield Model 3 Precision&amp;quot;, which fits the Schofield with the ''very'' rare stock featured on a batch of Model 3s made for the Australian Colonial Police. And finally, the &amp;quot;Scottfield Model 3 Swift&amp;quot;, which is the same as the base variant, but utilizes a speedloader for even faster reloads. The trade-off is that a tactical reload can no longer be performed, and that any unfired rounds are discarded and six rounds will always be loaded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Schofield.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with nickel finish - .45 Schofield]]&lt;br /&gt;
[[File:WellsFargoSchofield.jpg|thumb|none|350px|Smith &amp;amp; Wesson &amp;quot;Wells Fargo&amp;quot; Schofield with barrel cut down to five inches - .45 Schofield]]&lt;br /&gt;
[[File:12221242 1.jpg|thumb|none|450px|One of approximately 250 New Model No. 3 revolvers made for the Australian Colonial Police - .44 Russian]]&lt;br /&gt;
[[File:HuntSchofield.jpg|thumb|none|600px|The Schofield in the store.]]&lt;br /&gt;
[[File:HuntSpitfire.jpg|thumb|none|600px|The &amp;quot;Spitfire&amp;quot; variant. The barrel length on this variant appears to be between the lengths of the 5&amp;quot; barreled &amp;quot;Wells Fargo&amp;quot; variant and 3.5&amp;quot; barrel version.]]&lt;br /&gt;
[[File:HuntSchofieldPrecision.jpg|thumb|none|600px|The &amp;quot;Precision&amp;quot; variant with its very rare shoulder stock. A hunter with one of these should keep it around as a retirement fund.]]&lt;br /&gt;
[[File:HuntSchofield1.jpg|thumb|none|600px|A hunter approaches his target with the ''other'' iconic revolver of the American West at the ready.]]&lt;br /&gt;
[[File:HuntSchofield Aim.jpg|thumb|none|600px|The hunter aims the Schofield, hopefully not to [[Assassination_of_Jesse_James_by_the_Coward_Robert_Ford,_The#Smith_.26_Wesson_New_Model_No.3|shoot Jesse James in the back]].]]&lt;br /&gt;
[[File:HuntSchofieldReload.jpg|thumb|none|600px|When performing a tactical reload, the hunter will put the pistol into half-cock and gently open the revolver without ejecting all the cartridges. They will then proceed to remove any fired rounds one-by-one and replace them manually.]]&lt;br /&gt;
[[File:HuntSchofieldEject.jpg|thumb|none|600px|Upon emptying the revolver, the hunter will fully break open the Schofield, sending up a satisfying rain of brass. No moon clips or speedloaders for you, however, so all six rounds are loaded manually... unless of course, you invest in the &amp;quot;Swift&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The German [[Mauser C96]] appears as the &amp;quot;Dolch 96&amp;quot;, unlocked at Rank 68 as the improved semi-auto pistol option over the latter mentioned &amp;quot;Bornheim&amp;quot; that boasts more damage and slight improvements on accuracy at a cost of being much more expensive and using &amp;quot;Special&amp;quot; ammo instead of the more plentiful &amp;quot;Compact&amp;quot;. There's only one variant of the gun, fittingly the &amp;quot;Dolch 96 Precision&amp;quot; that fits the gun with the shoulder stock.&lt;br /&gt;
[[Image:M712.jpg|thumb|none|350px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:HuntC96Store.jpg|thumb|none|600px|The C96 in the store. The markings are much the same as the ones found on a real C96, except with Masuer being swapped out for fictional manufacturer &amp;quot;Dolch&amp;quot;.]]&lt;br /&gt;
[[File:HuntC96Percision.jpg|thumb|none|600px|With the &amp;quot;Precision&amp;quot; variant, one may be able to make better use of the C96's rather optimistic 1,000 meter sight calibration setting.]]&lt;br /&gt;
[[File:HuntC96 1.jpg|thumb|none|600px|A hunter takes her brand new Dolch out for a test run.]]&lt;br /&gt;
[[File:HuntC96Aim.jpg|thumb|none|600px|Iron sights of the &amp;quot;Dolch 96&amp;quot;, big and roomy, good for close or in this case, medium range shooting.]]&lt;br /&gt;
[[File:HuntC96Reload1.jpg|thumb|none|600px|After expending 10 (probably very expensive) 7.62x25mm rounds, the hunter uses a stripper clip to re-up.]]&lt;br /&gt;
[[File:HuntC96Reload2.jpg|thumb|none|600px|Reloading the &amp;quot;Dolch 96&amp;quot; with individual rounds. As with ''[[Battlefield 1]]'', the individual round reload is a gameplay artistic liberty; the C96 is nearly impossible to reload mid-magazine in reality, since it uses the magazine guide as its bolt hold open, meaning that its bolt cannot lock back mid-magazine for topping off.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann 1896==&lt;br /&gt;
The [[Bergmann 1896]] was added to the game in Update 5.0 as the &amp;quot;Bornheim No. 3&amp;quot;, unlocked at Rank 30 as a new and more interesting sidearm option. In comparison to the gate loader revolvers, it offers a clip loaded, fast firing albeit weak secondary option. It comes with two specific variants. The &amp;quot;Extended&amp;quot; fits the gun with a home-made extended magazine, bumping the capacity from 5 shots to 8. And if that wasn't enough, there's also a &amp;quot;Match&amp;quot; version with an elongated barrel and wire stock.&lt;br /&gt;
&lt;br /&gt;
Of note is that the weapon is one of the few weapons capable of being affected by the &amp;quot;Bulletgrubber&amp;quot; trait, which recovers rounds ejected (when opening the action) in partial reloads.&lt;br /&gt;
[[File:Bergmann.jpg|thumb|none|350px|Bergmann 1896 - 6.5x22mm Bergmann]]&lt;br /&gt;
[[File:HuntBergmannStore.jpg|thumb|none|600px|The Bergmann 1896. Usually a hunter's first foray into the realm of self-loading pistols.]]&lt;br /&gt;
[[File:HuntBergmannExtended.jpg|thumb|none|600px|The &amp;quot;Extended&amp;quot; variant with its DIY extended mag. The trade-off here is that the weapon can no longer load with a clip and must be loaded round-by-round.]]&lt;br /&gt;
[[File:HuntBergmannMatch.jpg|thumb|none|600px|The &amp;quot;Match&amp;quot; variant, ready for some long-ish range shooting.]]&lt;br /&gt;
[[Image:HuntShowdownBergmann.jpg|thumb|none|600px|A hunter strikes it lucky by finding a &amp;quot;Bornheim&amp;quot; pistol. The reason he's holding the gun so high is due to Hunt's combat system, with guns having the ability to bash opponents unless you hold down the RMB to actually aim.]]&lt;br /&gt;
[[Image:HuntShowdownBergmanAim.jpg|thumb|none|600px|And actually aiming brings the Bergmann closer to the shooter's face, hitting Shift will allow you to use the iron sights.]]&lt;br /&gt;
[[Image:HuntShowdownBergmannReload.jpg|thumb|none|600px|After dealing with an &amp;quot;Immolator&amp;quot; with a combination of 6.5 Bergmann and girlish screaming, the hunter reloads the Bergmann by opening the magazine hatch...]]&lt;br /&gt;
[[Image:HuntShowdownBergmannReload2.jpg|thumb|none|600px|Before inserting a fresh 5 round clip, closing the hatch and charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III*==&lt;br /&gt;
The &amp;quot;Flare Pistol&amp;quot; in-game appears as a [[Webley &amp;amp; Scott No. 1 Mk. III*]], albeit with a somewhat strange hexagonal chamber profile rather than the real flare gun's round one. Like the earlier Sharps, this is classified as a &amp;quot;tool&amp;quot; than a proper firearm. It's primarily used for illuminating dark areas, a rarity for any video game flare gun and fitting ''H:S''''s very dark maps. It can also be used to set flammable objects on fire, which allows for flammable creativity.&lt;br /&gt;
[[File:Webley Signal Pistol.JPG|thumb|none|350px|Webley &amp;amp; Scott No. 1 Mk. III* - 1&amp;quot; flare]]&lt;br /&gt;
[[File:HuntSignalGun.jpg|thumb|none|600px|The Flare Gun as seen in the store; note the hexagonal chamber profile and a nick in the muzzle flare as a ersatz iron sight. Also the &amp;quot;Wesley and Schrott&amp;quot; stamp on the frame.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat 1861==&lt;br /&gt;
Added in Update 6.0, the &amp;quot;LeMat Mark 2 Revolver&amp;quot; is a fictitious cartridge conversion of the [[LeMat 1861]]; a rather strange choice, given that actual cartridge-firing versions of the LeMat did actually exist. It is correctly depicted with a 9-round capacity plus an additional shotgun shell, with the lever on the hammer being appropriately moved up or down to fire pistol-caliber rounds (of the &amp;quot;Compact&amp;quot; variety; this presumably makes it a .36-caliber version, though with how vague the in-game calibers are one can't really be sure) or shotgun shells. Unlocked at Rank 46, the LeMat is a wonky gun at first, with middling accuracy for both the shotgun and pistol barrels. But in close quarters, the LeMat can be a powerful tool. And the game doesn't stop you from dual wielding them either.&lt;br /&gt;
&lt;br /&gt;
The cylinder is reloaded through a side-mounted gate (with there not even being an ejector rod for the player character to ignore this time around, though the cap-and-ball version's loading/ramming lever is still alive and well), and the shotgun is reloaded through a completely fictitious method wherein the player character grabs the barrel and breaks the weapon open; exactly why this method can't be used to reload the cylinder as well isn't clear, apart from the usual &amp;quot;balance reasons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Lemat.jpg|thumb|none|350px|Reproduction LeMat 1861 (Cavalry version) - .36 or .44 caliber.]]&lt;br /&gt;
[[File:HuntShowdownLeMat 2.jpeg|thumb|none|600px|The model of the LeMat.]]&lt;br /&gt;
[[File:HuntShowdownLeMat 3.jpeg|thumb|none|600px|A view of both barrels, as well as the loading lever.]]&lt;br /&gt;
[[File:HuntLeMat1.jpg|thumb|none|600px|A hunter with a &amp;quot;new-to-me&amp;quot; LeMat.]]&lt;br /&gt;
[[File:HuntLematSights.jpg|thumb|none|600px|Aiming down the sights, done through the use of the hammer itself and the front post.]]&lt;br /&gt;
[[File:HuntLeMatReload.jpg|thumb|none|600px|Reloading the LeMat after firing some pistol rounds, which involves scratching the gun in the general region of the loading lever and letting spent brass fall out.]]&lt;br /&gt;
[[File:HuntLeMatShotgun.jpg|thumb|none|600px|Later, the hunter uses his LeMat, now in shotgun mode, to interrogate a local wagon. Note the hammer positioned to strike the shotgun's chamber.]]&lt;br /&gt;
[[File:HuntLeMatShotgunReload.jpg|thumb|none|600px|Reloading the LeMat's shotgun, breaking it open like a break-action shotgun and shoving a shell into the breech in the center of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears as the &amp;quot;Winfield M1873&amp;quot;, albeit in two forms. A version with a 7-shot magazine tube appears as the &amp;quot;Winfield M1873C&amp;quot;, which is unlocked at Rank 1, while the &amp;quot;M1873&amp;quot; model with the full length 15 round magazine unlocks at Rank 20. Potent mid-range bruisers of rifles, these two boast the largest pool of alternate versions in the entire game. According to the &amp;quot;Book of Weapons&amp;quot;, the &amp;quot;Winfield M1873&amp;quot; was known to Confederate soldiers during the American Civil War as &amp;quot;that damned Yankee rifle that they load on Sunday and fire all week&amp;quot;- an adage which was actually used to describe the earlier [[Henry 1860]], not to mention the Model 1873 was first produced eight years after the conclusion of the Civil War.&lt;br /&gt;
&lt;br /&gt;
For the &amp;quot;M1873C&amp;quot;, there is the &amp;quot;M1873 Silencer&amp;quot; which fits the rifle with a large rectangular home-made suppressor. Then there's the &amp;quot;M1873C Marksman&amp;quot;, fitting the rifle with a scope. If that rifle isn't small enough, then there's the &amp;quot;M1873 Vandal&amp;quot; which cuts the rifle down to a Mare's Leg length, allowing it to fit in a &amp;quot;Medium&amp;quot; weapon slot instead of a large one. And if that wasn't enough, there's two more variants of the &amp;quot;Vandal&amp;quot;, the &amp;quot;Vandal Deadeye&amp;quot; fitted with a short scope and the &amp;quot;Vandal Striker&amp;quot; fitted with a short bayonet to increase its melee damage.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M1873&amp;quot; is a tad shorter, but not any less creative with its versions. Beyond the normal rifle, there is the &amp;quot;M1873 Aperture&amp;quot; which fits the rifle with a Vernier style peep sight that makes it a little more accurate at mid-range. Then there's the &amp;quot;M1873 Talon&amp;quot; which fits a large knife like assembly to the stock to allow the rifle to double as an axe. The &amp;quot;M1873 Swift&amp;quot; takes a neat twist by modifying the rifle to accept speed loader tubes, shortening the reload time. And finally is the &amp;quot;M1873 Musket Bayonet&amp;quot;, taking cues from the rarely-seen Model 1873 Rifle Musket, this long rifle boasts an increased capacity of 17+1, as well as a permanently fixed socket bayonet.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|none|450px|Winchester Model 1873 - .44-40 WCF]]&lt;br /&gt;
[[File:1873shortmag.jpg|thumb|none|450px|Winchester Model 1873 with short tube magazine - .44-40 WCF]]&lt;br /&gt;
[[File:WinchesterM1873Musket.jpg|thumb|none|450px|Winchester Model 1873 Musket with socket bayonet - .44-40 WCF]]&lt;br /&gt;
[[File:HuntM1873Full.jpg|thumb|none|600px|The basic, full-length Model 1873.]]&lt;br /&gt;
[[File:HuntM1873Compact.jpg|thumb|none|600px|The basic short-magazine tube Model 1873. As seen in the hands of many a wide-eyed new hunter to the bayou.]]&lt;br /&gt;
[[File:HuntM1873Musket.jpg|thumb|none|600px|A sight you don't see every day- the Winchester Model 1873 Musket with included socket bayonet. The term &amp;quot;Musket&amp;quot; was not to denote that this rifle is a muzzleloader with a single-shot capacity, but rather refers to the rifle's length, which is comparable to the military-issue muzzleloading muskets of the day.]]&lt;br /&gt;
[[File:HuntM1873Silenced.jpg|thumb|none|600px|A silenced Model 1873, fitted with a homemade suppressor that's much bulkier than the Maxim Silencer that would later appear in the early 1900s. The rear ladder sight of this variant has also been flipped up to facilitate aiming.]]&lt;br /&gt;
[[File:HuntMaresLeg.jpg|thumb|none|600px|A compact Model 1873 &amp;quot;Mare's Leg&amp;quot;, for all your compact cowboy needs.]]&lt;br /&gt;
[[File:HuntM1873New.jpg|thumb|none|600px|A hunter wanders the woods with his trusty M1873.]]&lt;br /&gt;
[[File:HuntM1873Sights.jpg|thumb|none|600px|Iron sights of the &amp;quot;Winfield M1873&amp;quot;, a skinny front post and a wide rear notch.]]&lt;br /&gt;
[[File:HuntM1873Reloading.jpg|thumb|none|600px|Reloading the &amp;quot;Winfield M1873&amp;quot;, an animation shared between it and the later Vetterli.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1876==&lt;br /&gt;
Added in Update 1.5, the [[Winchester Model 1876]] appears as the &amp;quot;Winfield M1876 Centennial&amp;quot; (a reference to a marketing name of the real weapon, which was in turn a reference to the 100th anniversary of the signing of the US Declaration of Independence). It unlocks at Rank 58, and serves as a harder-hitting alternative to the 1873 above - it uses Medium ammo (rather than the 1873's Compact), with higher damage, penetration, and muzzle velocity, at the cost of, well, cost (substantially higher than any 1873 variant), along with a lower fire rate, and a 9+1 capacity. It currently has one variant- a long scope equipped &amp;quot;Sniper&amp;quot; variant.&lt;br /&gt;
[[File:Centennial.jpg|thumb|none|450px|Winchester Model 1876 (in musket-carbine configuration) - .45-60 WCF]]&lt;br /&gt;
[[File:Hunt M1876Right.jpg|thumb|none|600px|A Model 1876, covered in fresh mud.]]&lt;br /&gt;
[[File:HuntM1876Hold.jpg|thumb|none|600px|Marshall Phoebe Brewer goes for a stroll through the bayou with Model 1876 in hand.]]&lt;br /&gt;
[[File:HuntM1876Aim.jpg|thumb|none|600px|Aiming the Model 1876 reveals a sight picture not too different from its less beefy cousin, the Model 1873.]]&lt;br /&gt;
[[File:HuntM1876Reload.jpg|thumb|none|600px|Loading also reuses the Model 1873's animation, minus the addition of the much larger cartridge, which appears to correctly be a .45-60 round.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874==&lt;br /&gt;
The [[Sharps 1874]] appears as the &amp;quot;Sparks LRR&amp;quot; (Long Range Rifle) chambered in .45-70 and unlocked at Rank 26. A large piece for the bayous, the &amp;quot;Sparks LRR&amp;quot; serves as the king of long ranged combat in the game, with a damage range of 250 meters and high damage to boot. Don't get too scared, it's a slow gun to reload and not too good up close, so it's not too potent in close-quarters. It comes with only two versions, those being the &amp;quot;Sparks LRR Sniper&amp;quot; which fits a scope, and the &amp;quot;Sparks LRR Silencer&amp;quot; which is a bit self-explanatory. Prior to the version 1.5.2 (released for testing on May 11th 2021), the rifle was set to half-cock during reloading. While appropriate for an earlier, percussion, Sharps rifle this behavior was inaccurate for later cartridge firing models. This was corrected after the error was mentioned by Jonathan Ferguson (Keeper of Firearms &amp;amp; Artillery at the Royal Armouries museum), whose feedback was cited in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Released with the &amp;quot;Serpents Moon&amp;quot; update, the &amp;quot;Sparks Pistol&amp;quot; was added as another variant, albeit one who's name makes it stand out from the rest of the versions on offer. A standard Sparks rifle sawn down to a pistol length, it sacrifices much of it's range and sight options for a close range 1-2 shot blast on any hunters unfortunate to run into you.&lt;br /&gt;
[[Image:Sharps_1874_Buffalo.jpg|thumb|none|450px|Sharps 1874 - .45-70]]&lt;br /&gt;
[[File:HuntSharpsStore.jpg|thumb|none|601px|The basic Sharps in the store.]]&lt;br /&gt;
[[File:HuntSharpsSilencer.jpg|thumb|none|601px|The suppressor-equipped variant also apparently cuts down the barrel quite a bit. The suppressor model here is the same one used on the Winchester Model 1873's suppressed variant, and also features a raised ladder sight at the rear.]]&lt;br /&gt;
[[File:HuntSharpsSniper.jpg|thumb|none|601px|A &amp;quot;Sniper&amp;quot; variant, the king of long-ranged bayou combat. The scope used here appears to be based on the Civil War-era William Malcolm telescopic rifle scope. Its model is used on several other rifles with &amp;quot;Sniper&amp;quot; variants.]]&lt;br /&gt;
[[Image:HuntSharps1.jpg|thumb|none|601px|A hunter carries around his Sparks rifle before realizing he isn't in Kansas anymore.]]&lt;br /&gt;
[[Image:HuntSharps2.jpg|thumb|none|601px|Aiming the &amp;quot;Sparks LRR&amp;quot; towards a faraway foe.]]&lt;br /&gt;
[[Image:HuntSharps3.jpg|thumb|none|601px|Iron sights of the &amp;quot;Sparks LRR&amp;quot;, fairly small and not adjustable outside of the raised sights of the Silenced version.]]&lt;br /&gt;
[[Image:HuntSharps4.jpg|thumb|none|601px|Reloading the &amp;quot;Sparks LRR&amp;quot; by lowering the breech, sliding in a .45-70 cartridge, and closing the breech.]]&lt;br /&gt;
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==Vetterli M1869/71 Carbine==&lt;br /&gt;
The Swiss [[Vetterli Rifle|Vetterli M1869/71 Carbine]] appears as the &amp;quot;Vetterli 71 Karabiner&amp;quot;, unlocked at Rank 6. The Vetterli is a punchier upgrade from the starter &amp;quot;M1873C&amp;quot;, with more damage and a little more accuracy as a trade off for a slower rate of fire. There's three versions to this rifle, the &amp;quot;Vetterli 71 Deadeye&amp;quot; which adds a scope, and the later &amp;quot;Vetterli 71 Bayonet&amp;quot; which adds a large sword bayonet for melee combat. The third and newest version (added alongside the Schofield Model 3) is a suppressed Vetterli, added after the community campaigned for a new Vetterli type on Reddit.&lt;br /&gt;
[[Image:VetterliShortRifle.JPG|thumb|none|450px|Vetterli M1869/71 Carbine - 10.4mm]]&lt;br /&gt;
[[File:HuntVetterliStore.jpg|thumb|none|601px|The basic Vetterli in the store.]]&lt;br /&gt;
[[File:HuntVetterliBayonet.jpeg|thumb|none|601px|Showing off the titular blade of the &amp;quot;Bayonet&amp;quot; variant, which appears to be based on a style of bayonet used on the Italian Vetterli-Vitali rifle.]]&lt;br /&gt;
[[File:HuntVetterliSilencer.jpeg|thumb|none|601px|The suppressed variant gains a rusty, very much homemade-looking suppressor that seems to be held on with household bindings and faith.]]&lt;br /&gt;
[[Image:HuntVetterli1.jpg|thumb|none|601px|Having realized that water demons aren't scared by tiny derringers, the hunter switches over to his Vetterli.]]&lt;br /&gt;
[[Image:HuntVetterli2.jpg|thumb|none|601px|Aiming the &amp;quot;Vetterli 71 Karabiner&amp;quot; in an attempt to keep the water devils away.]]&lt;br /&gt;
[[Image:HuntVetterli3.jpg|thumb|none|601px|Iron sights of the &amp;quot;Vetterli 71 Karabiner&amp;quot;, small but serviceable.]]&lt;br /&gt;
[[Image:HuntVetterli4.jpg|thumb|none|601px|Reloading the &amp;quot;Vetterli 71 Karabiner&amp;quot;, like the Winchester before, although with a properly modeled 10.4mm Swiss round.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M1891==&lt;br /&gt;
The [[Mosin-Nagant_Rifle#Mosin_Nagant_Rifle|Mosin-Nagant M1891]] appears under its real name, a rarity in this game and unlocked at Rank 72. It appears to be mostly based on the 3rd configuration of the M1891 infantry rifle due to having a front sling swivel, an upper handguard, and an open blade front sight. It also has a rear sight similar to a M1891/30 and a turned down bolt handle. While most games treat the Mosin as average, the rifle is anything but in ''H:S''. Powerful, relatively long ranged, and fast-firing, this gun turns heads real quick when it shows up in a fight. &lt;br /&gt;
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Being the top-tier rifle, it comes with a large mix of variants. There's the &amp;quot;Mosin Bayonet&amp;quot; which adds the classic socket bayonet, the &amp;quot;Marksman&amp;quot; adds a scope and the most kooky is the last major version, the &amp;quot;Avtomat&amp;quot;. Taking cues from the WWI-era [[Huot Automatic Rifle]], this is a 15 round capacity, automatic conversion of a Mosin that is as inaccurate and terrifying up close as you're imagining. Interestingly, the &amp;quot;Avtomat&amp;quot; variant fires a minimum of three rounds when fired. Tapping the fire button on your controller or briefly clicking your mouse will not produce single shots. While devastating in close range, the Avtomat is balanced by being nearly uncontrollable when firing even a single burst and its habit of rapidly chewing through ammo. Beyond that, the player's hunter carries no reserve ammunition for the weapon ''at all''. A single engagement will most likely have the Avtomat's user scrambling for an ammo box (considering that ammo boxes also give out miserly amounts of ammo upon use, they will most likely be scrambling for several ammo boxes).   &lt;br /&gt;
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And before you think this is over, there is also the sawn off Mosins. Yes, this game has an &amp;quot;Obrez&amp;quot;, allowing you to put a Mosin in a &amp;quot;Medium&amp;quot; sized slot, but that's not all. There's the &amp;quot;Mace&amp;quot; version that bundles up the end of the stock into a makeshift whackey stick and even more fun, the &amp;quot;Drum&amp;quot; which gives an Obrez around 15 rounds of 7.62x54R to deal with problems. &lt;br /&gt;
[[File:Mosin18913rd.jpg|thumb|none|450px|Russian Mosin Nagant M1891 3rd configuration - 7.62x54mmR]]&lt;br /&gt;
[[File:HuntMosinBasic.jpg|thumb|none|600px|A basic Mosin. While modern gun enthusiasts view the Mosin-Nagant as a relic of an earlier time, ''Hunt: Showdown'' is set in a time when the Mosin was among the most advanced infantry weapons in the world.]]&lt;br /&gt;
[[File:HuntMosinBayonet.jpg|thumb|none|600px|For a few dollars more, you can get a Mosin equipped with a handy socket bayonet. Bayonet charges are a viable tactic, useful for rushing unprepared enemy hunters. Shouting &amp;quot;URA!&amp;quot; while doing so is preferred.]]&lt;br /&gt;
[[File:HuntObrez.jpg|thumb|none|600px|A sawed-off &amp;quot;Obrez&amp;quot;. ''Hunt: Showdown'' may encourage stealthy tactics, but this weapon is for when the situation... gets a bit loud.]]&lt;br /&gt;
[[File:HuntObrezDrum.jpg|thumb|none|600px|The &amp;quot;Obrez Drum&amp;quot; variant adds (of all things) what appears to be an [[MG42]] drum magazine to the weapon. This magazine is not detachable; rather, rounds are fed into the top of the receiver like normal until you fill the drum with 15 rounds. This makes the drum magazine function similarly to the &amp;quot;trench magazine&amp;quot; used on the [[Gewehr 1898]].]]&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|450px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:HuntAvtomat.jpg|thumb|none|600px|The final evolution of the Mosin- the &amp;quot;Mosin-Nagant M1891 Avtomat&amp;quot;. The design influence from the Huot is clearly evident. Given that the Huot worked primarily because the weapon it is based on, the [[Ross rifle]], is a straight-pull bolt-action, one must assume that the inventor of the Avtomat must have also somehow converted the base Mosin into a straight-pull rifle. The lore entry for the Avtomat in &amp;quot;The Book of Weapons&amp;quot; actually touches on this, mentioning that the Mosin-Nagant is nearly impossible to convert to fully-automatic fire and remarks that the inventor of the weapon &amp;quot;was an adept, if mentally unstable person&amp;quot;. The &amp;quot;Book of Weapons&amp;quot; also states the Avtomat is gas-operated. Presumably, gas is trapped when the weapon is fired and then forced backwards, pushing a rod that automatically works the bolt back and forth. Further lore entries imply the weapon is a custom-made item modified by hand, and extremely crude, but effective nonetheless.]]&lt;br /&gt;
[[File:HuntMosinNew.jpg|thumb|none|600px|A hunter skulks around a farm with her bayonet-equipped Mosin-Nagant M1891.]]&lt;br /&gt;
[[File:HuntMosinSights.jpg|thumb|none|600px|The iron sights of the Mosin, which are about as small as the real M1891's. Note the down-turned bolt handle. In pre-release versions, scopeless variants of the Mosin had a straight bolt handle.]]&lt;br /&gt;
[[File:HuntMosinReload.jpg|thumb|none|600px|Reloading the rifle with a stripper clip full of bottle-nosed rounds; this is accurate, as the more familiar pointed-tip spitzer bullets wouldn't come into widespread use until a few years later. Incidentally, Update 1.5 added spitzer rounds as an unlockable alternate ammo type for the Mosin, which increase muzzle velocity and are better at penetrating surfaces, but add slightly more recoil with every shot.]]&lt;br /&gt;
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==Double Rifle==&lt;br /&gt;
A double rifle, possibly a [[Holland &amp;amp; Holland Double Rifle|Holland &amp;amp; Holland]], appears as the &amp;quot;Nitro Express Rifle&amp;quot; and is unlocked at Rank 88. The final weapon unlocked, the &amp;quot;Nitro Express Rifle&amp;quot; is a heavy hitter in every department. A borderline one-shot on enemy Hunters from close to medium range, and can easily tear up boss monsters if you're careful. However, the iron sights are cramped and hard to use, the gun kicks like a mule and it carries little ammo into battle. Furthermore, ammo can only be restocked at &amp;quot;Special&amp;quot; ammo boxes and crates, which are much harder to come by than regular ammo supplies. But, you can also rock it with explosive ammunition (because there's no such thing as overkill). The double rifle is also one of the loudest weapons in the game and shots from it are discernable from upwards of 1,000 meters away.   &lt;br /&gt;
[[Image:Royal-double-rifle.jpg|thumb|none|450px|Holland &amp;amp; Holland 'Royal' Double Barrel Rifle - various calibres]]&lt;br /&gt;
[[Image:HuntNitro1.jpg|thumb|none|600px|A hunter stalks his prey with his &amp;quot;Nitro Express Rifle&amp;quot;.]]&lt;br /&gt;
[[Image:HuntNitro2.jpg|thumb|none|600px|The Vernier sights of the Express Rifle, easy to read especially when blasting grunts from 10 feet away.]]&lt;br /&gt;
[[Image:HuntNitro3.jpg|thumb|none|600px|Reloading the &amp;quot;Nitro Express Rifle&amp;quot; after a job well done, identical to the Colt M1878's animation.]]&lt;br /&gt;
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==Lebel 1886==&lt;br /&gt;
The [[Lebel 1886]] was added to the game in Update 6.0 under its real name, unlocked at Rank 52. The Lebel serves as a line of demarcation between the previous black powder rifles and the smokeless ones, because it flips a lot on its lid. A little clunky with the RoF, but deadly in damage and especially in muzzle velocity. You don't know how much lead you need with black powder until you snipe someone with the Lebel without even thinking about aiming for windage. It holds 10 rounds, representing the Lebel's ability to hold eight rounds in the magazine, one on the elevator, and one more in the chamber.&lt;br /&gt;
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The Lebel's variants are fairly modest. There's the &amp;quot;Marksman&amp;quot; version that fits it with a scope, alongside the &amp;quot;Talon&amp;quot; version that fits the stock with blades to allow you to use the gun as a sort-of axe, and the &amp;quot;Aperture&amp;quot;, which adds a Vernier peep sight.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:Hunt LebelRight.jpg|thumb|none|600px|The right side of the Lebel, splattered with mud not from the trenches of Verdun, but from the bayou of Louisiana.]]&lt;br /&gt;
[[File:Hunt LebelLeft.jpg|thumb|none|600px|The left side.]]&lt;br /&gt;
[[File:HuntLebel.jpg|thumb|none|600px|A hunter takes his newfangled smokeless powder rifle out for a spin. The markings indicate this rifle is the improved M93 variant.]]&lt;br /&gt;
[[File:HuntLebelSights.jpg|thumb|none|600px|The sights, small and precise like the Mosin's and many other bolt-actions of the era.]]&lt;br /&gt;
[[File:HuntLebelReload.jpg|thumb|none|600px|&amp;quot;''Sacre bleu!''&amp;quot; the hunter cries when he realizes he's out of ammo. Cartridges are first loaded into the internal magazine. The Lebel's tubular magazine means it cannot use a stripper clip to quickly reload- so we advise that one gets comfortable if they've expended all 10 rounds...]]&lt;br /&gt;
[[File:HuntLebelReloadEnd.jpg|thumb|none|600px|Once he's loaded up, the hunter gives the bolt a firm pull to set a cartridge on the elevator before closing the bolt to chamber the rifle.]]&lt;br /&gt;
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==Berthier Modèle 1892 Artillery Carbine==&lt;br /&gt;
Update 1.7 added the [[Berthier Mle 1892 Artillery Carbine]] as a &amp;quot;Long&amp;quot; ammunition weapon. It performs similarly to the Lebel 1886, with a smaller magazine capacity of three rounds, but much faster reload speed. It is unique among the Long ammo rifles in its use of an en bloc clip to reload. It is unlocked at Rank 62. It currently has two variants, a short-scope equipped &amp;quot;Deadeye&amp;quot; variant and a bayonet-equipped &amp;quot;Riposte&amp;quot; variant, and can use incendiary or spitzer ammo. &lt;br /&gt;
[[Image:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mm R]]&lt;br /&gt;
[[File:Hunt Berthier.jpg|thumb|none|600px|&amp;quot;''Hi guys, thanks for tuning in to another video on Forgotten Weapons dot com. I'm Ian McCallum and today...''&amp;quot;]]&lt;br /&gt;
[[File:HuntBerthier1.jpg|thumb|none|600px|Tiring of uncouth American rifles, the hunter grabs a fancy French rifle. The markings indicate this rifle was made by ''Manufacture d'Armes de Saint-Étienne'' (MAS). Note the marking of &amp;quot;Mle 1890&amp;quot;, indicating that this rifle is rebuilt from an Mle 1890 Cavalry Carbine into the Mle 1892 pattern. This practice, however, first began in the First World War.]]&lt;br /&gt;
[[File:HuntBerthierSights.jpg|thumb|none|600px|The sights of the Mle 1892 are small, precise, late-19th century, you get the idea by now.]]&lt;br /&gt;
[[File:HuntBerthierReloadPartial.jpg|thumb|none|600px|When performing a tactical reload, the en bloc clip is ejected, as illustrated by the clip with one remaining round flying past the hunter's face. Reloading a partially-empty magazine will result in the loss of up to two unfired cartridges when not used with the Bulletgruber trait. Performing a tactical reload also takes longer than an empty reload due to the need to eject the clip.]]&lt;br /&gt;
[[File:HuntBerthierEmpty.jpg|thumb|none|600px|In the event you used all three rounds, the hunter simply needs to insert a fresh three-round en bloc clip. In a nice bit of detail, the clip will audibly eject from the bottom of the magazine and even be present as a physical object on the ground after the last round is chambered.]]&lt;br /&gt;
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==Martini-Henry IC1==&lt;br /&gt;
The somewhat obscure IC1 (Interchangeable Carbine Mark 1) variant of the [[Martini-Henry]] (so named due to its ability to swap between artillery and cavalry configurations) was added to ''Hunt'' in the 1.1.3 patch. It serves as an alternative to the [[Sharps]], with the main tradeoff being a faster reload in exchange for a slower muzzle velocity and poorer long-range effectiveness, and is unlocked earlier at Rank 16 instead of the LRR's requirement of Rank 26.&lt;br /&gt;
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Aside from the standard variant, there is a &amp;quot;Riposte&amp;quot; version with a bayonet (showing that the IC1 is in its artillery configuration, as the cavalry setup lacks a bayonet lug), and a &amp;quot;Deadeye&amp;quot; variant with a low-powered scope.&lt;br /&gt;
[[File:MH IC1 Artillery.jpg|thumb|none|450px|Martini-Henry IC1 in artillery configuration  - .577-450 Martini]]&lt;br /&gt;
[[File:HuntMartiniModel.jpg|thumb|none|600px|The left side of the Martini-Henry's model.]]&lt;br /&gt;
[[File:HuntMartiniRiposte.jpg|thumb|none|600px|The &amp;quot;Riposte&amp;quot; variant with the attached sword bayonet, in the truest form of the name. This particular rifle is more of a sword with a free rifle attached.]]&lt;br /&gt;
[[File:HuntMartini1.jpg|thumb|none|600px|A hunter takes the high ground, his Martini-Henry at the ready.]]&lt;br /&gt;
[[File:HuntMartiniSights.jpg|thumb|none|600px|The hunter takes aim, confident that some good ol' fashioned British marksmanship will take proper care of this whole &amp;quot;monsters emerging from alternate dimensions&amp;quot; business.]]&lt;br /&gt;
[[File:HuntMartiniReload.jpg|thumb|none|600px|The hunter loads a fresh .577 cartridge into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Model 1866==&lt;br /&gt;
Also added in the 1.1.3 patch was a Springfield Model 1866, an early variant of the [[Trapdoor Springfield Rifle]] chambered in .50-70 Government (a fact which is mentioned directly in-game, where it uses generically-named &amp;quot;Medium&amp;quot; ammunition). Unlocked at Rank 1, it serves as the first long-ranged rifle in the game with decent accuracy, damage and range. Nothing too spectacular, but nothing overtly bad. A good feeler gun for gauging how you want to play the game.&lt;br /&gt;
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And if that wasn't enough, it comes with four whole variants. There's the obvious for a gun like this, a &amp;quot;Marksman&amp;quot; version fitted with a scope. And then there's the not-so-obvious like the &amp;quot;Compact&amp;quot; version which saws off a majority of the gun to let it fit in a &amp;quot;Medium&amp;quot; slot and work as a pocket handcannon. And if that wasn't enough, there's also a &amp;quot;Striker&amp;quot; version that fits the gun with a tiny and mildly adorable bayonet, and hilarious a &amp;quot;Deadeye&amp;quot; version that fits a sawn off rifle with a tiny little scope.&lt;br /&gt;
[[File:Springfield Model 1866.jpg|thumb|none|450px|Springfield Model 1866 - .50-70 Government]]&lt;br /&gt;
[[File:HuntTrapdoor.jpg|thumb|none|600px|The 3D model of the Model 1866, the older brother of the venerable Springfield Model 1873.]]&lt;br /&gt;
[[File:HuntStriker.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; variant. Calling the blade attached to the end a bayonet is rather generous, considering its a homemade knife strapped on to the end of the barrel. Still, it certainly gets the job done.]]&lt;br /&gt;
[[File:HuntCompactTrapdoor.jpg|thumb|none|600px|The creator of the &amp;quot;Deadeye&amp;quot; variant was certainly not conforming to the typical idea of a sniper rifle.]]&lt;br /&gt;
[[File:HuntTrapdoor1.jpg|thumb|none|600px|A hunter slinks toward a Ghoul-infested dockyard with a Springfield Model 1866 at the ready.]]&lt;br /&gt;
[[File:HuntTrapdoorSights.jpg|thumb|none|600px|Archetypical tiny muzzleloader sights, now with the trapdoor mechanism cluttering part of your view.]]&lt;br /&gt;
[[File:HuntTrapdoorReload.jpg|thumb|none|600px|After blasting an ominous cypress tree, the hunter loads a new .50-70 Gov't round.]]&lt;br /&gt;
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=Shotguns=&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, unlocked at Rank 82 as one of the last unlockable weapons in the game. Fitting the creep in RoF that the shotguns in ''H:S'' have, the Auto-5 is the absolute king of that mountain. Fast firing and potent, this will cause you to chew through your stockpile of shotgun shells if you're not careful.&lt;br /&gt;
[[Image:BrowAut5.jpg|thumb|none|450px|Browning Auto 5 - 12 gauge]]&lt;br /&gt;
[[File:HuntAutoLeft.jpg|thumb|none|600px|The 3D model of the Auto-5.]]&lt;br /&gt;
[[File:HuntAutoNew.jpg|thumb|none|600px|A hunter eyes a suspiciously quiet path with her Auto-5 at the ready.]]&lt;br /&gt;
[[File:HuntAutoSights.jpg|thumb|none|600px|Iron sights of the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, simple bead and rear markings that say that the shotgun was produced around 10 years prior to the actual Auto-5.]]&lt;br /&gt;
[[File:HuntAutoReloadNew.jpg|thumb|none|600px|Reloading the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, this is mildly inaccurate as pre-1950 Auto-5s required the user to hold the bolt release button to actually load shells. In pre-release versions, the hunter would hold up the Auto-5 with their right hand and load shells with their left hand.]]&lt;br /&gt;
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==Colt Model 1878==&lt;br /&gt;
The [[Colt Model 1878 Coach Gun]] appears as the &amp;quot;Caldwell Rival 78&amp;quot;, unlocked at Rank 18. In comparison to the earlier &amp;quot;Romero 77&amp;quot;, the &amp;quot;Rival&amp;quot; functions more as a close quarters shotgun intended for blasting targets at very close range. Its damage output struggles the farther you get from a target, so it's best to make sure you can see the whites of your enemies eyes when using this. The fact its only other variant is a sawn-off &amp;quot;Handcannon&amp;quot; version reinforces this idea.&lt;br /&gt;
[[Image:Colt1878.jpg|thumb|none|450px|Colt Model 1878 - 12 gauge]]&lt;br /&gt;
[[File:HuntSXSMenu.jpg|thumb|none|600px|The model of the Colt Model 1878. Although lore states it is manufactured by Caldwell (a stand-in for [[Colt's Manufacturing Company]]), the markings on the Rival 78 indicate it was manufactured by &amp;quot;Eden &amp;amp; Sons&amp;quot;.]]&lt;br /&gt;
[[File:HuntSawedOffMenu.jpg|thumb|none|600px|The sawed-off &amp;quot;Handcannon&amp;quot;, which may or may not have been the favored weapon of legendary Australian hunter [[Mad_Max#Sawed-off_VG_Bentley_Double-Barreled_Shotgun|Max Rockatansky]].]]&lt;br /&gt;
[[File:HuntSXSNew.jpg|thumb|none|600px|A hunter wields his Rival 78 while staring into the water, watching for any Water Devils.]]&lt;br /&gt;
[[File:HuntSXSReady.jpg|thumb|none|600px|Aiming the Rival after scaring said Devils away with a bit of buckshot.]]&lt;br /&gt;
[[File:HuntSXSSights.jpg|thumb|none|600px|Iron sights of the Caldwell Rival 78; a set of half-moon posts on the rear and a front bead. The sights of the pre-release Rival were misaligned, with the rear sights being unused.]]&lt;br /&gt;
[[File:HuntSXSReload.jpg|thumb|none|600px|Reloading the &amp;quot;Caldwell Rival 78&amp;quot; consists of breaking it open, replacing the shells, and cocking the hammers. There is a separate animation for firing a single shot, which is always nice to see.]]&lt;br /&gt;
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==Spencer 1882==&lt;br /&gt;
The [[Spencer 1882]] appears as the &amp;quot;Specter 1882&amp;quot;, unlocked at Rank 24. The gun is faithfully rendered, albeit with a 4+1 capacity in comparison to the real gun's 5+1. After getting into the routine of break action boomsticks, the &amp;quot;Specter&amp;quot; breaks that routine and runs with it. No longer are you doomed from not being able to double tap a target, now that all you have to do is rack another shell into the gun to be on your merry way murdering your enemies with gusto. Keep in mind that it doesn't work like modern pump shotguns, and its reload is one complicated series of hand gestures to pull off.&lt;br /&gt;
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The &amp;quot;Specter&amp;quot; boasts a very short but interesting list of variants. The first is a &amp;quot;Compact&amp;quot; model that cuts down the stock, barrel, magazine tube to make a compact repeater shotgun, reducing it to a &amp;quot;Medium&amp;quot; slot blaster. There's also the &amp;quot;Bayonet&amp;quot; model which fits the shotgun with a bayonet mount similar to WWI era trench guns, alongside a legitimate bayonet. &lt;br /&gt;
[[Image:SpencerShotgun.jpg|thumb|none|450px|Spencer 1882 - 12 gauge]]&lt;br /&gt;
[[Image:HuntSpencer1.jpg|thumb|none|600px|A hunter wanders the bayou at night with his Specter.]]&lt;br /&gt;
[[Image:HuntSpencer2.jpg|thumb|none|600px|Aiming the &amp;quot;Specter 1882&amp;quot; at the other kind of specter.]]&lt;br /&gt;
[[Image:HuntSpencer3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Specter 1882&amp;quot;, a small bead way out in front.]]&lt;br /&gt;
[[Image:HuntSpencer4.jpg|thumb|none|600px|Reloading the &amp;quot;Specter 1882&amp;quot;. The reload procedure is depicted correctly, with the new shells being loaded into the open action after pulling back the pump. This also unfortunately ejects the chambered shell, but that shell can be recovered if the hunter has the &amp;quot;Bulletgrubber&amp;quot; trait. The empty reload process will fill up the tube magazine to its in-game capacity of 4, then work the action to chamber one round. Reloading again will then fill it up to capacity.]]&lt;br /&gt;
[[Image:HuntShowdownSpencerSuperShorty.jpg|thumb|none|600px|A wander around a small bayou churchyard yields the Specter Compact, or the Spencer Super Shorty.]]&lt;br /&gt;
[[Image:HuntShowdownSpencerShortyAim.jpg|thumb|none|600px|Hearing a bunch of loud groaning, the hunter aims, revealing the detail in both fake Spencer markings and the scratch made pump handle.]]&lt;br /&gt;
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==Single Barreled Shotgun==&lt;br /&gt;
A [[Single Barreled Shotgun]] appears as the &amp;quot;Romero 77&amp;quot; (possibly a reference to director [[George A. Romero]]), unlocked at Rank 1 and serving as the first shotgun available to the player in ''H:S'''. Just because it's the first doesn't mean you should get comfortable though, because the Romero is a potent gun in the right hands. Nothing will instantly humble you as losing your run to a Cajun bayou dweller who one taps you with one of these.&lt;br /&gt;
&lt;br /&gt;
Likewise, the Romero boasts three major variants to itself. There's the obvious of a sawn-off version, the &amp;quot;Handcannon&amp;quot;, that allows you to carry an entire shotgun in a medium slot for pennies. The &amp;quot;Talon&amp;quot; allows you to pull melee and close range duty in one package, and if that's too big for you, then there's the &amp;quot;Hatchet&amp;quot; version. Yes, you read that right. The Handcannon version with an elongated stock so you can use it as a hatchet. Creativity at its finest.&lt;br /&gt;
&lt;br /&gt;
Added in the Serpent Moon update alongside a rework to shotgun damage models is the &amp;quot;Romero Alamo&amp;quot;, a variant based on the Alofs Repeating Shotgun system. Like it's real life counterpart, it's a large magazine fed contraption bolted onto the side of the Romero, anachronistic to the 1890's era of ''H:S'' as the Alofs system wasn't patented until 1924. Beyond being one of the cheapest repeating shotguns in the game, the Alamo also has the ability to be topped up fully without Bulletgruber, and with high accuracy and damage given the long barrel. It is also the slowest repeating shotgun in the game, with a rate of fire of a withering ''22'' rounds per minute making it slower than even it's normal single shot counterparts, and it's wonky magazine system makes reloading even slower. &lt;br /&gt;
[[Image:MontgomeryWardTxRanger.jpg|thumb|none|450px|Montgomery Ward Texas Ranger - 12 gauge]]&lt;br /&gt;
[[Image:HuntShowdownRomero.jpg|thumb|none|600px|The Romero 77's base model in the 3D viewer.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroHandcannon.jpg|thumb|none|600px|The Romero 77's &amp;quot;Handcannon&amp;quot; variant leaves only about a quarter of the barrel.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroHatchet.jpg|thumb|none|600px|The Romero 77's absurd &amp;quot;Hatchet&amp;quot; variant.]]&lt;br /&gt;
[[Image:HuntShotgun1.jpg|thumb|none|600px|A hunter goes Deadite hunting with  his Romero 77.]]&lt;br /&gt;
[[Image:HuntShotgun2.jpg|thumb|none|600px|Aiming the &amp;quot;Romero 77&amp;quot; at a particularly threatening bush.]]&lt;br /&gt;
[[Image:HuntShotgun3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Romero 77&amp;quot;; it's exactly what you'd expect from a single barreled shotgun.]]&lt;br /&gt;
[[Image:HuntShotgun4.jpg|thumb|none|600px|Reloading the &amp;quot;Romero 77&amp;quot; by grabbing the old shell, placing a new one in before tossing the old away, closing the shotgun and cocking the hammer. This animation was replaced with one that shows the Romero operating with an automatic ejector thus shortening the reload time.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroSawnOffReload.jpg|thumb|none|600px|The new animation being demonstrated with the sawn off model, the gun is opened up and the shell is ejected.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroReload2.jpg|thumb|none|600px|Before replacing the shell, closing the action and recocking the hammer.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroWhack.jpg|thumb|none|600px|Hilarously, the bash animation for the sawn-off Romero has it being used as a sort of hammer, here being used to keep a &amp;quot;grunt&amp;quot; at bay.]]&lt;br /&gt;
[[Image:AlofsShotgun.jpg|thumb|none|600px|The Alofs Repeating Shotgun mechanism on an Iver Johnson shotgun - 12 gauge.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added in Update 1.5, named the &amp;quot;Winfield 1887 Terminus&amp;quot; (presumably a reference to its iconic appearance in ''[[Terminator 2: Judgement Day]]''); it serves as a more expensive, slower-firing, harder-hitting alternative to the Spencer (the latter being explained by its chambering - 10 gauge, according to the markings on the barrel). Interestingly, it has a 6+1 capacity; while the nominal capacity of an 1887 is 5 rounds in the tube and one in the chamber, an additional round can be placed on the lifter; this detail is replicated in its in-game reload animation. It is unlocked at Rank 64.&lt;br /&gt;
&lt;br /&gt;
A sawn-off, Medium-slot variant called the &amp;quot;Handcannon&amp;quot; is also available; aside from a cut-down stock and barrel, this also has a shorter 4-round magazine tube.&lt;br /&gt;
[[File:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 10 gauge. This is the actual screen gun used by [[Paul Newman]] in ''[[The Life and Times of Judge Roy Bean]]''.]]&lt;br /&gt;
[[File:HuntM1887.jpg|thumb|none|600px|The basic Model 1887 in the store. Hey, this isn't the Model 1887 as it usually appears in pop culture...]] &lt;br /&gt;
[[File:HuntTerminus.jpg|thumb|none|600px|...now that's what we're talking about!]] &lt;br /&gt;
[[File:HuntM1887 1.jpg|thumb|none|600px|A hunter holds the &amp;quot;1887 Terminus&amp;quot;, struggling to not make more ''Terminator 2'' jokes on an IMFDB entry about the Model 1887.]] &lt;br /&gt;
[[File:HuntM1887Aim.jpg|thumb|none|600px|Wide sights, not particularly useful for ranged combat, but useful for ''terminating'' targets at close range.]] &lt;br /&gt;
[[File:HuntM1887Load1.jpg|thumb|none|600px|Reloading, part 1. The breech is opened, and shells are loaded into the magazine tube.]] &lt;br /&gt;
[[File:HuntM1887Load2.jpg|thumb|none|600px|''Hunt'''s detailed reloads ensures that a shell is also placed directly into the barrel.]] &lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1893==&lt;br /&gt;
Update 1.8.1 also added the [[Winchester Model 1893]] as the game's second pump-action shotgun, under the name &amp;quot;Winfield 1893 Slate&amp;quot;. It us unlocked at Rank 48 and currently has no variants. The Model 1893 is the somewhat obscure, ill-fated predecessor to the much more prolific [[Winchester Model 1897]], designed to use black powder 12 gauge shells. ''Hunt: Showdown'' marks what is possibly the first popular media appearance of this shotgun. It is equipped with a 20&amp;quot; Riot barrel, which was not a standard option, but available as a special order through Winchester. It correctly holds five shells plus one in the chamber.&lt;br /&gt;
&lt;br /&gt;
Compared to the earlier Spencer 1882, the &amp;quot;Slate&amp;quot; has a higher rate of fire and much faster reload speed.&lt;br /&gt;
[[File:Winchester Model 1893.jpg|thumb|none|450px|Winchester Model 1893 - 12 gauge]]&lt;br /&gt;
[[File:HuntM1893Store.jpg|thumb|none|600px|The M1893 in the store. In a few years, hunters who buy one of these will be able to send it back to Winchester/Winfield and upgrade to a Model 1897.]] &lt;br /&gt;
[[File:HuntM1893-1.jpg|thumb|none|600px|A hunter wanders around with his M1893, feeling that this pump-action trend might not be a fad after all...]] &lt;br /&gt;
[[File:HuntM1893aIM.jpg|thumb|none|600px|Aiming through a shallow cutout at the rear and a simple brass bead at the muzzle.]] &lt;br /&gt;
[[File:HuntM1893Chamber.jpg|thumb|none|600px|On an empty reload, the hunter chamber-loads the first shell, inserting it from the top through the distinctive circular cutout on the top of the receiver.]] &lt;br /&gt;
[[File:HuntM1893Load.jpg|thumb|none|600px|Subsequent shells are loaded through the bottom in an animation reused from the Auto-5. Being a more modern weapon lacking the Spencer 1882's fiddly and complex action, the Bulletgrubber trait is not needed to ensure shells are not wasted during a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Dynamite is available as a throwable weapon in four flavors.&lt;br /&gt;
[[File:HuntDynamiteStick.jpg|thumb|none|600px|A basic Dynamite Stick, for blowing up things.]] &lt;br /&gt;
[[File:HuntWaxedDynamite.jpg|thumb|none|600px|A waterproof Waxed Dynamite Stick, for blowing up things in the water or in Choke Bomb gas clouds.]] &lt;br /&gt;
[[File:HuntDynamiteBundle.jpg|thumb|none|600px|A Dynamite Bundle, for blowing up several things.]] &lt;br /&gt;
[[File:HuntBigDynamite.jpg|thumb|none|600px|A Big Dynamite Bundle, for blowing up many things.]] &lt;br /&gt;
&lt;br /&gt;
==Molotov Cocktail==&lt;br /&gt;
Referred to as &amp;quot;Fire Bombs&amp;quot;, Molotovs are available as a throw weapon. They come in three variations. &lt;br /&gt;
[[File:HuntFireBomb.jpg|thumb|none|600px|The basic Fire Bomb. Fire in ''Hunt'' is useful for many things, besides simply destroying multiple enemies at once. Crafty players can block off areas from enemy hunters with well-placed Fire Bomb, while setting a downed enemy hunter's body ablaze will prevent them from being revived by their partners.]] &lt;br /&gt;
[[File:HuntLiquidFireBomb.jpg|thumb|none|600px|A Liquid Fire Bomb, which can (somehow) burn on water.]] &lt;br /&gt;
[[File:HuntHellfire.jpg|thumb|none|600px|The Hellfire Bomb explodes upon impact ''and'' spreads fire over a large area- fun!]] &lt;br /&gt;
&lt;br /&gt;
==Frag Bomb==&lt;br /&gt;
An apparently homemade explosive device, the &amp;quot;Frag Bomb&amp;quot; functions like a traditional fragmentation grenade. Its basic construction is reminiscent of stick grenades like the [[Model 24 Stielhandgranate]]. Compared to dynamite sticks, the Frag Bomb has a slightly larger damage radius and trades raw damage for additional &amp;quot;Rending&amp;quot; damage, which inflicts severe bleeding (and subsequent rapid health depletion) upon hunters caught in the blast radius, representing the lacerating effect of shrapnel. &lt;br /&gt;
[[File:HuntFragBomb.jpg|thumb|none|600px|A Frag Bomb in the store. &amp;quot;Potato Masher&amp;quot; isn't quite appropriate for the setting of the game- maybe we can call it a Crawfish Masher?]] &lt;br /&gt;
&lt;br /&gt;
==Flash Bomb==&lt;br /&gt;
The &amp;quot;Flash Bomb&amp;quot; is essentially a late 19th century take on flashbang grenade. A homemade device containing a mercury filling, the Flash Bomb detonates in a blinding flash of light, predictably disorienting any hunter caught in its blast radius. &lt;br /&gt;
[[File:HuntFlashBomb.jpg|thumb|none|600px|A Flash Bomb. While the first flash grenades were created in the 1960s by the British SAS, the Flash Bomb is a homemade contraption very much ahead of its time.]] &lt;br /&gt;
&lt;br /&gt;
==Choke Bomb==&lt;br /&gt;
The &amp;quot;Choke Bomb&amp;quot; is a gas grenade that releases a cloud of black smoke, which prevents any fires from being lit in its radius and extinguishes existing flames. Hunters caught in the smoke cloud will also cough heavily, potentially revealing their position.&lt;br /&gt;
[[File:HuntChokeBomb.jpg|thumb|none|600px|Interestingly enough, the Choke Bomb looks a bit more refined and &amp;quot;mass produced&amp;quot; than the other throwable weapons on offer.]] &lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb==&lt;br /&gt;
The &amp;quot;Sticky Bomb&amp;quot; is a single stick of dynamite enclosed within a barbed metal frame. As the name suggests, it will stick to most surfaces it makes contact with. The fuse time is eight seconds, double from the four second fuse time of dynamite, however. &lt;br /&gt;
[[File:HuntStickyBomb.jpg|thumb|none|600px|The Book of Weapons describes the Sticky Bomb as a &amp;quot;particularly cruel modified explosive device&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Chaos Bomb==&lt;br /&gt;
A &amp;quot;Chaos Bomb&amp;quot; is another homemade explosive, composed of firecrackers and various cartridges. When triggered, the Chaos Bomb cooks off these rounds to simulate gunshots. This device is useful for simulating a firefight to confuse or distract other hunters. &lt;br /&gt;
[[File:HuntChaos Bomb.jpg|thumb|none|601px|The bayou is truly a source of ingenious equipment.]]&lt;br /&gt;
&lt;br /&gt;
==Poison Bomb==&lt;br /&gt;
Yet another stick grenade-like offering, the Poison Bomb is apparently a medical device repurposed into delivering a cloud of poison gas upon impact with a surface.&lt;br /&gt;
[[File:HuntPoisonBomb.jpg|thumb|none|600px|Unlike other throwables, the Poison Bomb's handle is composed of a haphazardly broken wooden shaft, as opposed to the nicely cut and sanded handles of other bombs.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:AlofsShotgun.jpg&amp;diff=1514504</id>
		<title>File:AlofsShotgun.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:AlofsShotgun.jpg&amp;diff=1514504"/>
		<updated>2022-08-14T19:02:56Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1498163</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1498163"/>
		<updated>2022-04-29T04:54:52Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes.&lt;br /&gt;
&lt;br /&gt;
This page currently documents the Early Access version of the game following the January 2022 update. Several weapons were present in the earlier Closed Alpha and Early Access versions that were removed in the current version; their overviews can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms, two tactical devices, and multiple grenades. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also pepper ball guns. The secondary slot is reserved for handguns and tasers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor version, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|Hold a 92X in the shoothouse.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming down sight.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' as a sidearm, as the largest caliber handgun in the police equipment lineup, as well as being used by certain AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|350px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 (Gen 5)==&lt;br /&gt;
The Glock 19 Gen 5 appears in ''Ready or Not'' under the name G19. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|Hold a PFC9 in the shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|The player checks the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; you find on normal Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Hold a MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aim down sight.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu, equipped with Midwest Industries MLOK handguard and KAC foregrip.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN UMP idle.jpg|thumb|none|600px|Hold a UMP in the shoothouse.]]&lt;br /&gt;
[[File:RoN UMP ads.jpg|thumb|none|600px|Aim down sight.]]&lt;br /&gt;
[[File:RoN UMP reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, birdshot, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not''. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
An [[AKMSU]]-type tactical AK carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot; and fitted with a UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter for the sight, a ALG trigger and a AK-74M folding full-stock. A heavy hitter of a rifle, the AK trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:AKPDW01.jpg|thumb|none|400px|Converted AKM pistol with RIS handguard - 7.62x39mm]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model. Note the straighter trigger of an ALG aftermarket trigger.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 menu.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|Empty reload, insert fresh mag. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 menu.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the angle of the magwell suggests that it is an A5.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|Reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', incorrectly named the &amp;quot;M4A1&amp;quot; appears in-game fitted with a KAC RIS handguard and an LMT Crane stock. Loud, flashy and effective, the M4A1 is a compact rifle for the job.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk 18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon was formerly an exclusive to Supporter Edition owners, but was made available to all owners in the January 2022 update. It was formerly named &amp;quot;BCM Mk1&amp;quot; when it was an exclusive weapon, and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings similar to &amp;quot;BCM&amp;quot; can be seen.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180S menu.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appeared as a primary tactical device in the March 2022 update, with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==VKS==&lt;br /&gt;
&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. While it lacks full-auto like the TAC-700, the VKS's rails allow for a much wider bit of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
&lt;br /&gt;
==TAC 700==&lt;br /&gt;
The TAC 700, a [[Air Guns#Tippmann A-5|Tippmann A-5]] paintball gun modified into a pepperball gun sold by PepperBall Technologies, Inc., appears as a primary weapon under the name &amp;quot;TAC700&amp;quot;. It, like the SWAT 4 &amp;quot;Pepperball Gun&amp;quot; shoots OC filled pepperballs, and with full auto and good controllability is a very effective gun for incapacitating suspects without killing them.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
An old-school [[Colt M1911]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|350px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] appears in-game rarely as an NPC sidearm. &lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' as a suspect weapon. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|350px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|350px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears as an NPC weapon. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - 5.7x28mm FN]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[TEC-9]] appears in-game as a common suspect weapon.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M76]] appears as a high level suspect weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M76.jpg|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears as a suspect weapon in ''Ready or Not''.&amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] appears as a high level suspect weapon. It is a bit of a strange choice given the setting - Walther MPLs aren't terribly common in the United States, least of all in the underground market. &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 ==&lt;br /&gt;
A fix-stocked Remington 870 appears as a suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
A full stocked version of the [[Mossberg 500]] is used by some suspects, dubbed the &amp;quot;590 Non Lethal&amp;quot;. It's loaded with beanbag shells, and can stun the police.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in the hands of NPC suspects.&lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|450px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of AK-pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]s but also a few [[AKM]] pattern rifles as well.&lt;br /&gt;
&amp;lt;!--SPLIT UP THIS SECTION ASAP; screenshot and identify each individual suspect weapon--&amp;gt;&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-18|Armalite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon at the time of writing. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears rarely as a piece of evidence under the generic name &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears as a rare suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1498162</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1498162"/>
		<updated>2022-04-29T04:48:49Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes.&lt;br /&gt;
&lt;br /&gt;
This page currently documents the Early Access version of the game following the January 2022 update. Several weapons were present in the earlier Closed Alpha and Early Access versions that were removed in the current version; their overviews can be found on the talk page.&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms, two tactical devices, and multiple grenades. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also pepper ball guns. The secondary slot is reserved for handguns and tasers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor version, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|Hold a 92X in the shoothouse.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming down sight.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' as a sidearm, as the largest caliber handgun in the police equipment lineup, as well as being used by certain AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|350px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 (Gen 5)==&lt;br /&gt;
The Glock 19 Gen 5 appears in ''Ready or Not'' under the name G19. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|Hold a PFC9 in the shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|The player checks the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; you find on normal Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
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=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Hold a MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aim down sight.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu, equipped with Midwest Industries MLOK handguard and KAC foregrip.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN UMP idle.jpg|thumb|none|600px|Hold a UMP in the shoothouse.]]&lt;br /&gt;
[[File:RoN UMP ads.jpg|thumb|none|600px|Aim down sight.]]&lt;br /&gt;
[[File:RoN UMP reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, birdshot, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not''. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
An [[AKMSU]]-type tactical AK carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot; and fitted with a UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter for the sight, a ALG trigger and a AK-74M folding full-stock. A heavy hitter of a rifle, the AK trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:AKPDW01.jpg|thumb|none|400px|Converted AKM pistol with RIS handguard - 7.62x39mm]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model. Note the straighter trigger of an ALG aftermarket trigger.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 menu.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|Empty reload, insert fresh mag. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 menu.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the angle of the magwell suggests that it is an A5.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|Reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', incorrectly named the &amp;quot;M4A1&amp;quot; appears in-game fitted with a KAC RIS handguard and an LMT Crane stock. Loud, flashy and effective, the M4A1 is a compact rifle for the job.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk 18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon was formerly an exclusive to Supporter Edition owners, but was made available to all owners in the January 2022 update. It was formerly named &amp;quot;BCM Mk1&amp;quot; when it was an exclusive weapon, and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings similar to &amp;quot;BCM&amp;quot; can be seen.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180S menu.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on level. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appeared as a primary tactical device in the March 2022 update, with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==VKS==&lt;br /&gt;
&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. While it lacks full-auto like the TAC-700, the VKS's rails allow for a much wider bit of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
&lt;br /&gt;
==TAC 700==&lt;br /&gt;
The TAC 700, a [[Air Guns#Tippmann A-5|Tippmann A-5]] paintball gun modified into a pepperball gun sold by PepperBall Technologies, Inc., appears as a primary weapon under the name &amp;quot;TAC700&amp;quot;. It, like the SWAT 4 &amp;quot;Pepperball Gun&amp;quot; shoots OC filled pepperballs, and with full auto and good controllability is a very effective gun for incapacitating suspects without killing them.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
An old-school [[Colt M1911]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|350px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] appears in-game rarely as an NPC sidearm. &lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' as a suspect weapon. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|350px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|350px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears as an NPC weapon. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - 5.7x28mm FN]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[TEC-9]] appears in-game as a common suspect weapon.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M76]] appears as a high level suspect weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M76.jpg|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears as a suspect weapon in ''Ready or Not''.&amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] appears as a high level suspect weapon. It is a bit of a strange choice given the setting - Walther MPLs aren't terribly common in the United States, least of all in the underground market. &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 ==&lt;br /&gt;
A fix-stocked Remington 870 appears as a suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
A full stocked version of the [[Mossberg 500]] is used by some suspects, dubbed the &amp;quot;590 Non Lethal&amp;quot;. It's loaded with beanbag shells, and can stun the police.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in the hands of NPC suspects.&lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|450px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of AK-pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]s but also a few [[AKM]] pattern rifles as well.&lt;br /&gt;
&amp;lt;!--SPLIT UP THIS SECTION ASAP; screenshot and identify each individual suspect weapon--&amp;gt;&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-18|Armalite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon at the time of writing. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears rarely as a piece of evidence under the generic name &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears as a rare suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Squad&amp;diff=1498160</id>
		<title>Talk:Squad</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Squad&amp;diff=1498160"/>
		<updated>2022-04-29T04:38:39Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Removed Weapons=&lt;br /&gt;
This category is for weapons found in an earlier build of ''Squad'' that is not present in the latest version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch G3A4 ===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A4]] is one of two weapons available to the Insurgent squad leader, the other being the [[Squad#PM md. 63|PM md. 63]]. It feeds from 20-round box magazines and comes with wide handguards. Like all other squad leader primary weapons, it is loaded with tracer rounds.&lt;br /&gt;
[[File:G3A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A4 with &amp;quot;wide&amp;quot; handguard - 7.62x51mm]]&lt;br /&gt;
[[file:Squad g3a4 hold.jpg|thumb|none|600px|The G3A4 in first person.]]&lt;br /&gt;
[[file:Squad g3a4 aim.jpg|thumb|none|600px|Aiming down the sights, which have been zeroed to 400m - why anyone would find this setting useful is up to anyone's guess.]]&lt;br /&gt;
[[file:Squad g3a4 vault.jpg|thumb|none|600px|Vaulting with the G3A4 gives a clearer view of the retractable stock and wide handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== Changes to the Page ==&lt;br /&gt;
Hi guys, I find that it's a bit odd for the RPK, RPK-74 and RPK-74M to be dumped under one entry, and for the AK-74 and AK-74M (and as a result, AKS-74 and AKS-74N) to be lumped under one entry, so I will be splitting them up. Additionally, for consistency's sake, I will also split up the M4A1 and M4 entries, and while I'm at it, also update the other articles over the next few days. I'll go around uploading images eventually as well when I have time, cheers! While I'm at it, I'll also try to add a bit more details and trivia to the weapons such as their available kits, configurations and magazine capacities (and probably the number of magazines too. -[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 09:29, 27 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think the M4 and M4A1 could stay under the same entry, though I think the M4 is only used by the militia; the US Army only uses the M4A1 if I'm not mistaken.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:26, 27 February 2018 (EST)&lt;br /&gt;
::::Nope, with the newest update, the M4 has been added to the US Army as well, to add to the already confusing time paradox that the Russians and US Army exist in. -[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 03:39, 28 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Idle state images? ==&lt;br /&gt;
&lt;br /&gt;
What happened to the idle images? Many of the weapons on this page now only have aiming down sight and reload images. They were here a few revisions ago. Not sure why are they being removed. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:24, 2 March 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hi, which images do you happen to refer to? Previously, when I came to add the pictures there were only ADS and reload images too, apart from a few engine renders that are unrepresentative of the game. However, I do have a pile of pictures lying around for idles if you want them. In fact, I do not recall touching any idle images as well, because if I did i would be replacing existing images in the database, not uploading new ones. I quite like idle shots as well to be honest. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 07:51, 2 March 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:Squad ppsh41 stick hold.jpg|none|400px|thumb]]&lt;br /&gt;
[[File:Squad ppsh41 drum hold.jpg|none|400px|thumb]]&lt;br /&gt;
They were on the page on [http://www.imfdb.org/index.php?title=Squad&amp;amp;oldid=1164623 this version], but you removed them in [http://www.imfdb.org/index.php?title=Squad&amp;amp;diff=next&amp;amp;oldid=1164639 this edit]. You also removed an M4A1 idle image in [http://www.imfdb.org/index.php?title=Squad&amp;amp;diff=next&amp;amp;oldid=1164640 this edit].&lt;br /&gt;
&lt;br /&gt;
To be honest I have exaggerated the &amp;quot;many weapons&amp;quot; part, but I'm kinda curious (and confused) on why are these being removed.--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:26, 2 March 2018 (EST)&lt;br /&gt;
::Ah, you were talking about the ones I've added earlier and removed; about those, it was because i'm afraid of making the page way too long since the earlier iteration of the page (before i came in with my image dumps) was a lot shorter and didn't have idles, but if you like them i will gladly add them all back. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:39, 2 March 2018 (EST)&lt;br /&gt;
:::I would say add them in. It feels kinda wrong (eh) to begin with the sight picture.--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:54, 2 March 2018 (EST)&lt;br /&gt;
:::We seems to still be missing a few idle state images for a few of the pistols, specifically MP-443 Grach, Beretta M9A1, Tokarev TT-33, and Makarov PM. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 09:15, 2 May 2018 (EDT)&lt;br /&gt;
::::All pistols added in. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 04:08, 14 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==US heavy anti-tank?==&lt;br /&gt;
So I notice that the US is mentioned as having having heavy and light anti-tank classes, but only the light anti-tank weapon is mentioned. Does the US actually have a heavy anti-tank class? What does it have? Apologies if you simply haven't added it yet.--[[User:Mandolin|Mandolin]] ([[User talk:Mandolin|talk]]) 20:37, 7 March 2018 (EST)&lt;br /&gt;
::No, you are right, the US is the only faction without a HAT as of now. However, renders of the [http://media.joinsquad.com/2016/Oct/SeptRecap/javelin.jpg FG-148 Javelin] and [https://media.joinsquad.com/2018/Mar/Recap/at4.png AT-4] have been released from the Sep 16 and Feb 18 recaps respectively. It's my blunder, and thanks a ton for alerting me :P --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:29, 8 March 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Latest Update ==&lt;br /&gt;
&lt;br /&gt;
I've mostly reverted Agent's changes as I've found the following:&lt;br /&gt;
&lt;br /&gt;
#Inconsistency in use of terms, some use &amp;quot;player&amp;quot;, some use &amp;quot;player character&amp;quot;, some use &amp;quot;soldier&amp;quot;/&amp;quot;militiaman&amp;quot;/&amp;quot;militia fighter&amp;quot; and so on so forth with varying capitalisation, so I reverted it for consistency's sake.&lt;br /&gt;
#Spelling error of &amp;quot;safety&amp;quot; in one instance&lt;br /&gt;
#Italics are inconsistent since some are removed&lt;br /&gt;
#&amp;quot;In first person&amp;quot; was removed in one instance&lt;br /&gt;
#I've also removed the full stops because it feels iffy for simple clauses to have full stops like complete sentences, and I also try to minimise full stop usage in captions&lt;br /&gt;
#The ACOG on the M110 was but an alpha build placeholder so it'll not be an important trivia by full release&lt;br /&gt;
#Tense is also pretty inconsistent, some with present continuous and some with past tense, so i'll try to standardise that too. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]])&lt;br /&gt;
&lt;br /&gt;
:#I kept &amp;quot;player&amp;quot; in some instances such as &amp;quot;the player prepares to exert dominance over a group of targets&amp;quot; when it could ostensibly refer to the guy behind the keyboard; however, the in-game &amp;quot;player character&amp;quot; is the guy doing stuff like reloading weapons, the &amp;quot;player&amp;quot; is not actually doing this. &lt;br /&gt;
:#Yeah that was a minor error, not sure how that happened.&lt;br /&gt;
:#I kind of feel like there are a lot of italics on this page, which isn't really the norm but I guess there's no rule that says they can't be used this way either.&lt;br /&gt;
:#I think it makes the page seem a little boring or redundant when &amp;quot;in first person&amp;quot; is used on just about every idle image. It makes sense to use that phrase whenever a third-person or loadout image is also present, though.&lt;br /&gt;
:#Again, full stops are kinda the norm for image captions but if you say so.&lt;br /&gt;
:#Also again, a lot of pages usually mention trivia from earlier game builds, I don't see the harm in writing this down anyway. Especially in this day in age when every game has tons of early access footage on YouTube, it helps clarify things. &lt;br /&gt;
:#I don't really pay a whole lot of attention to that, for better or worse, but correct as you see fit.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:28, 8 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;ILAW AT4-CS HEAT&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the hell ILAW is supposed to be? Infantry Light Anti-tank Weapon? Does the BAF actually use that designation? And do they use the HEAT rocket? I heard they used the High Penetration rocket instead. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 10:27, 9 July 2018 (EDT)&lt;br /&gt;
:According to [http://www.military-today.com/firearms/at4.htm Military Today], ILAW stands for Interim Light Anti-tank Weapon, though the full designation is L2A1 ILAW instead of the mixed name seen here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 10:32, 9 July 2018 (EDT)&lt;br /&gt;
::Is there a way to discern between the AT4-CS and the standard AT4 visually? And do you know if the -CS variant is the one the Brits use? --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 10:37, 9 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Caption Dumps ==&lt;br /&gt;
&lt;br /&gt;
Hey guys, as some things seemed to have been removed, I'll leave them here like some sort of archive so I can hopefully add it back in when the time comes.&lt;br /&gt;
=== M203A1 segment ===&lt;br /&gt;
[[file:Squad m203 red.jpg|thumb|none|400px|Loading a set of suitably patriotic smoke grenades - there's red...]]&lt;br /&gt;
[[file:Squad_m203_blue.jpg|thumb|none|400px|...and blue.]]&lt;br /&gt;
=== M67 segment ===&lt;br /&gt;
[[file:Squad m67 throw2.jpg|thumb|none|400px|Throwing the M67 - note the spoon flying off; this detail is also present on the [[Squad#F-1 Frag Grenade|F-1]].]]&lt;br /&gt;
&lt;br /&gt;
:Slightly unrelated note, can you get a screencap of the GP25 in indirect fire use? That's a neat feature I didn't know about until seeing it in this game.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:37, 13 July 2018 (EDT)&lt;br /&gt;
::As you wish! The indirect fire ability is a feature that died and did not carry onwards to the GP-30, although the GP-25 is still by far most common in the military. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 23:12, 14 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== GP-25 Kostyor segment ===&lt;br /&gt;
[[file:09 squad gp25 mortar.jpg|thumb|none|400px|Aiming the GP-25, zeroed to 300m on indirect fire mode.]]&lt;br /&gt;
&lt;br /&gt;
=== IED segment ===&lt;br /&gt;
[[file:Squad ied boom 1.jpg|thumb|none|400px|Pissing off the regimental quartermaster sergeant with a prank on two weapons crates on the top of the watch tower.]]&lt;br /&gt;
[[file:Squad ied boom 5.jpg|thumb|none|400px|I guess there isn't much we can do about this, Sir.]]&lt;br /&gt;
&lt;br /&gt;
== Recent Changes ==&lt;br /&gt;
&lt;br /&gt;
Hey Wuzh, do you think it's better to use the actual name of the firearm than use its British designation? Sure it can stay for the L129A1 since it's a modified LMT rifle, but I was actually thinking of renaming the L85A2 title to &amp;quot;Enfield SA80A2&amp;quot;. It feels a bit off to name some weapons after their designations, especially since they have proper names too, like how we don't call the Glock 17 the &amp;quot;L131A1&amp;quot;. Same for the AG-SA80, that's the actual name of the launcher, it's just that it was designated L123 after.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are going to add remarks about the zeroing options and tracer frequency, may I assume you'll be applying them to all the other weapons in the page? Only the handguns, grenades and mounted weapons cannot be zeroed, and all machine guns, and the M4 Carbine, M4A1, AK-74, PM md 63 and G3A4 have tracers. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 22:09, 3 August 2018 (EDT)&lt;br /&gt;
:I just think that using full British designations makes things more consistent. As for the zeroing and tracers, I'll try my best to do as much as possible, since my computer can barely run Squad and the game crashed on me a dozen times during my edit spree. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 3 August 2018 (EDT)&lt;br /&gt;
::I feel that using the actual name is better because some weapons get different designations across different militaries, especially the AT4-CS being both the M136 AT4 and L2A1 ILAW. But if you prefer that I guess I'll rename the Glock 17 entry to L131A1. Also, changing zero and quirks about them (how they reset when you leave ADS) is common to all weapons. You could leave them at the PPSh-41 page (the first weapon in the page that can zero) or the main game description. Finally, with the British smoke grenade, I think the lengthier part of the caption should go into the weapon description, not the caption. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 02:10, 4 August 2018 (EDT)&lt;br /&gt;
:::We'll discuss some more if some other problems popped up. Right now the weapon names are fine. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:26, 4 August 2018 (EDT)&lt;br /&gt;
::::On second thoughts after renaming the Glock 17, it feels even more off to me. I think it's more consistent if we used the actual weapon names in the title, but put their designations in the description like what we already have. After all, while the L129 SSW, L7A2 GPMG and L110A2 LMG are all highly unique variants of other guns known by no other names, the AG-SA80, Glock 17, L2A1 ILAW and even the L85A2 have their own names that they are known by outside the British arsenal. If you give me the green light, I intend to change L131A1 back to Glock 17, L123A2 back to AG-SA80 and then rename the L85A2 to Enfield SA80 A2 (its actual name). After all, the better-known designation is already in the description, and this could help let visitors know about the actual name if they don't already. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 02:32, 4 August 2018 (EDT)&lt;br /&gt;
:::::Go ahead.--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:53, 4 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SA80A2 ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how controversial naming the L85A2 the &amp;quot;Enfield SA80A2&amp;quot; might be, but I find that it's better to name weapons outside of their British designations, so I figured I may as well add my personal explanation. Most of the weapons used by the BAF all have L-series naming designations, but they have other names outside that too, whether it's the L105 (P226), L131 (Glock 17), L2A1 (AT4-CS and MATADOR under the ILAW and ASM designations), L123 (AG-SA80), etc, and of course SA80.&lt;br /&gt;
&lt;br /&gt;
The name SA80A2 is also known to European Defence Agency, [http://armamentresearch.com/british-enfield-sa80-part-5-sa80-a1vsa2/ ARES], Army Technology and some think tanks too, so I decided to name it as such, but of course refer to it as L85 in the description and captions that follow.--[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 03:39, 4 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== FN FAL (StG 58?), 9M133 Kornet ATGM and RPG-29 in V12 update ==&lt;br /&gt;
&lt;br /&gt;
[http://joinsquad.com/readArticle?articleId=313 Recap with screenshots and upcoming content list for V12]. This handguard and flash suppressor are from Austrian StG58... or not? [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:25, 2 October 2018 (EDT)&lt;br /&gt;
:Yes it is, the StG 58 will also have its bolt catch (but the character doesn't use the bolt release and instead yanks the charging handle like a tard. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:54, 11 October 2018 (EDT)&lt;br /&gt;
Just to update on the update contents, some new videos are showing that v12 will also add an SKS with PU scope, make the SKS bayonet usable (replacing the knife), and a militia M4 with carrying handle and M68 on top of the carry handle. The Russian RPG-7 will also apparently get the PGO-7 2.8x Optic, according to the website. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:00, 21 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GP-25 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure which model of smoke grenade is the GP-25 firing in-game, since I can't play the game right now and it's super-hard to find videos of colored smoke being fired from the GP-25 in Squad online. Can somebody check which model of smoke grenades is being fired? [http://www.military-today.com/firearms/gp_25.htm Here's a source for the grenades], and a [https://warbook.info/item/vystrel-vog-25 Russian source with images]. [http://media.joinsquad.com/2015/Nov/NovRecap/gp25_rounds.jpg Here's a clearer image for the grenades]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:44, 28 October 2018 (EDT)&lt;br /&gt;
:Those are really just recoloured VOG-25s, nothing new. OWI isn't awfully big on accuracy as you can tell from the rest of the page. On that note, it was a shame about the different grenade textures and models, they all got hit by optimisation and now no longer have any markings whatsoever. Hell even the M203 ground markers are the same colour now, they used to be [http://media.joinsquad.com/2015/Nov/NovRecap/m203_rounds.jpg this]. Also, that's a pretty neat Russian site you've got there, it's pretty informative. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 06:38, 11 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== M4A1 with carry handle ==&lt;br /&gt;
&lt;br /&gt;
Do we have an image of the idle state image of the US Army M4A1 with the carry handle? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:13, 9 December 2018 (EST)&lt;br /&gt;
::I didn't take one, I had thought it'd be cooler to show all the variants through the reload stages instead. Nice work on the AR-15 passages though, I wasn't very confident in how I wrote it. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 06:47, 3 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== V13 update ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/wDn9lCQPCxE V13 update] seems to add the 9M133 Kornet and the BGM-71 TOW, as well as a bunch of reworked emplaced weapon reload animations (which, by the way, we don't have any yet). --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:10, 6 February 2019 (EST)&lt;br /&gt;
::The Kornet and TOW were in a looooong time ago actually (since V12 or 11). However, like most other emplaced weapons and vehicle mounted turrets, they are hard to get screenshots of. because &lt;br /&gt;
::# You need to set a bunch of commands in singleplayer. &lt;br /&gt;
::# For emplaced weapons, you need to be of the Squad Leader class, drive off away from HQ ''on a logistic truck'', place a FOB, run back to the truck to drop the construction points, set an ammo crate, then ''drive back to HQ and rearm as another class'' (because you can't build as an SL), then drive back and build your ammo crate before changing to SL again to build those emplacements (after finding a nice spot with good lighting that doesn't cast shadows), then change back to another class to build it before you take screenshots. If you mess up, you'll need to spend a minute shoveling the emplacement so you can shovel somewhere else for a minute later.&lt;br /&gt;
::# For vehicles, you need to be of the crewman class half the time and drive around till you find a spot with good lighting. &lt;br /&gt;
::And then you get the problem of disembodied heads (the V13 animations are all the current old animations just with added camera animations), which is especially apparent on the Kopye. This is why I have yet to update the images and articles for the emplaced weapons and vehicle-mounted weapons since V11 (you can tell because the NSV doesn't have the SPP and the maps are using outdated shaders). Nonetheless, please feel free to take screenshots of the weapons if you have the time, it will really cut down the work I will need to do. And by the way, V13 is '''NOT released''' yet, that is a '''playtest'''. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 00:47, 7 February 2019 (EST)&lt;br /&gt;
::: Understandable. Sorry if I sounded bothersome. I have Squad but my PC is too weak to play it (and I currently do not have access to my PC). --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 01:14, 7 February 2019 (EST)&lt;br /&gt;
::::No problem man, I was just taking the opportunity to recruit some guys other than myself to contribute screenshots too, and was hoping you'd chip in since you seemed to have the game too :P --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 10:55, 7 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Looking for Someone to Take Over Updating of This Page ==&lt;br /&gt;
&lt;br /&gt;
I was supposed to be taking new screenshots of the new weapons, new vehicle guns and new animations for static weapons and editing the loadouts and texts, but I'm giving up on this project. The new gimmicks they threw at the game and silly balance changes with the dumb loadout changes basically took whatever I still barely loved about the game and flung them out of the window. So if possible it'd be great for someone to help update the page. Also: the UI has been changed, you may wish to pretty much retake almost damn near everything at this point.&lt;br /&gt;
&lt;br /&gt;
Some tips: &lt;br /&gt;
*Have the game open on borderless so you can alt tab between editing the page and the game&lt;br /&gt;
*Press ` to open the console and use '''AdminSlomo''' to dilate time for better screenshots. Personally I find '''0.3''' to be the sweet spot that lets me take enough screenshots to choose from without having to wait for an eternity for the rest of the animation to finish&lt;br /&gt;
*Use '''Alt''' for freelook to capture some details that the default view would omit. You may wish to set it to toggle instead of hold in the settings so you can take screenshots (F12) mid freelook without having to let go of the Alt button.&lt;br /&gt;
*'''AdminChangeMap''' to change maps to whatever you please to change up the colour palette of the screenshots so it's not always sandy (if you're about that stuff like I am). I use [http://squadmaps.com/ this site] to easily find the maps I'm looking for, as variations of the same map may be used for different factions&lt;br /&gt;
*'''AdminAllKitsAvailable 1''' for getting access to other classes when on maps '''other than training range'''&lt;br /&gt;
*'''AdminDisableVehicleClaiming 1''' for using vehicles on '''maps other than training range''' without being subject to the &amp;quot;minimum members in squad&amp;quot; requirement&lt;br /&gt;
*'''AdminCreateVehicle''' for getting vehicles you need. Refer to '''[https://squad.gamepedia.com/Server_Administration#Vehicle_Spawn_Commands this page]''' for the list of values for getting the vehicle of your choice in&lt;br /&gt;
*Note that you will still need the '''crewman class''' to get into heavier vehicles such as IFVs, APCs and MBTs.&lt;br /&gt;
*Now for static emplacements, you will need a FOB if you are planning to take screenshots '''outside the range'''. You will need to pick SL, set '''AdminAlwaysValidPlacement 1''' so you can place FOBs wherever you want without needing teammates beside you (you won't have any in single player, you sad and pathetic loner!). Preferably spawn a logistics truck and drive somewhere that is preferably on flat ground with good lighting. Set up a FOB and then transfer supplies to it so you can start playing minecraft. First build an ammo crate so you can switch between SL and another class (SLs cannot build because they do not have shovels). Then re-arm as a rifleman or some other class from the vehicle and build the crate. After which, you will need to alternate between being SL and being a digger to get those guns up before you can take screenshots. It's troublesome yes, so if you want to go this route please choose your FOB location carefully else you will have to dig everything up again.&lt;br /&gt;
&lt;br /&gt;
Now with that out of the way, some of the pictures in the discussion page can be used or re-added and amended for V13. The M203 now use different coloured smoke grenades with their coloured ogives, and the spoons now fly off the grenades. Cool, right?&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch! --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 00:17, 2 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:* Note - some of these are now '''AdminForceAll....''' in the console on the current OWI Core.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:56, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battle Rifles and SKS ==&lt;br /&gt;
Since there aren't many battle rifles and the SKS is the only entry in the Semi-Automatic Carbines category, how about merging them into the Assault Rifles category and renaming it Rifles and Carbines? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:14, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Canadian Browning HP==&lt;br /&gt;
Doesn't it have a &amp;quot;hump&amp;quot; rear sight? It definitely doesn't seem like one on the pic that is used on the page right now and seem to match Inglis HP rear sight, at least, to me. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 11:33, 28 April 2022 (EDT)&lt;br /&gt;
:I concur - it's clearest in the drawing animation image. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:04, 28 April 2022 (EDT)&lt;br /&gt;
::That text was written by me when they originally released the Canadians, and I believe one of the updates after that modified the model to make it a proper Inglis, and then re-used the originla Mk. III model for the ADF update. -- [[User:PaperCake|PaperCake] 00:38, 29 April 2022 (EST)&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1480692</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1480692"/>
		<updated>2022-01-30T02:55:07Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Let's reach a happy medium, nice short little comments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes.&lt;br /&gt;
&lt;br /&gt;
This page currently documents the Early Access version of the game following the January 2022 update. Several weapons were present in the earlier Closed Alpha and Early Access versions that were removed in the current version; their overviews can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms, two tactical devices, and multiple grenades. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also pepper ball guns. The secondary slot is reserved for handguns and tasers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor version, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|Hold a 92X in the shoothouse.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming down sight.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' as a sidearm, as the largest caliber handgun in the police equipment lineup, as well as being used by certain AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|350px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 (Gen 5)==&lt;br /&gt;
The Glock 19 Gen 5 appears in ''Ready or Not'' under the name G19. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|Hold a PFC9 in the shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|The player checks the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; you find on normal Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Hold a MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aim down sight.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, birdshot, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not''. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
An [[AKMSU]]-type tactical AK carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot; and fitted with a UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter for the sight, a ALG trigger and a AK-74M folding full-stock. A heavy hitter of a rifle, the AK trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:AKPDW01.jpg|thumb|none|400px|Converted AKM pistol with RIS handguard - 7.62x39mm]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model. Note the straighter trigger of an ALG aftermarket trigger.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 menu.jpg|thumb|600px|none|The SWAT operator holds his &amp;quot;MK16&amp;quot; in the loadout menu. Note the incorrect BCM CQB-11 image.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Hold a SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming down sight.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|Empty reload, insert fresh mag. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle.&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', incorrectly named the &amp;quot;M4A1&amp;quot; appears in-game fitted with a KAC RIS handguard and an LMT Crane stock. Loud, flashy and effective, the M4A1 is a compact rifle for the job.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk 18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;SBR-300&amp;quot;. Quiet when suppressed and very effective against targets, the SBR-300 is a potent tool in the right hands.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon was formerly an exclusive to Supporter Edition owners, but was made available to all owners in the January 2022 update. It was formerly named &amp;quot;BCM Mk1&amp;quot; when it was an exclusive weapon, and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings similar to &amp;quot;BCM&amp;quot; can be seen.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Hold a CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming down sight with the BCM / Troy Folding Sight.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Empty reload, thumb presses bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==VKS==&lt;br /&gt;
&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. While it lacks full-auto like the TAC-700, the VKS's rails allow for a much wider bit of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
&lt;br /&gt;
==TAC 700==&lt;br /&gt;
The TAC 700, a [[Air Guns#Tippmann A-5|Tippmann A-5]] paintball gun modified into a pepperball gun sold by PepperBall Technologies, Inc., appears as a primary weapon under the name &amp;quot;TAC700&amp;quot;. It, like the SWAT 4 &amp;quot;Pepperball Gun&amp;quot; shoots OC filled pepperballs, and with full auto and good controllability is a very effective gun for incapacitating suspects without killing them.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
An old-school [[Colt M1911]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|350px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] appears in-game rarely as an NPC sidearm. &lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' as a suspect weapon. Its appearance in America is odd give the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|350px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|350px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears as an NPC weapon. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - 5.7x28mm FN]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[TEC-9]] appears in-game as a common suspect weapon.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M76]] appears as a high level suspect weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M76.jpg|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears as a suspect weapon in ''Ready or Not''.&amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] appears as a high level suspect weapon. It is a bit of a strange choice given the setting - Walther MPLs aren't terribly common in the United States, least of all in the underground market. &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 ==&lt;br /&gt;
A fix-stocked Remington 870 appears as a suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
A full stocked version of the [[Mossberg 500]] is used by some suspects, dubbed the &amp;quot;590 Non Lethal&amp;quot;. It's loaded with beanbag shells, and can stun the police.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in the hands of NPC suspects.&lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|450px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of AK-pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]s but also a few [[AKM]] pattern rifles as well.&lt;br /&gt;
&amp;lt;!--SPLIT UP THIS SECTION ASAP; screenshot and identify each individual suspect weapon--&amp;gt;&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-18|Armalite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon at the time of writing. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears rarely as a piece of evidence under the generic name &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears as a rare suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1474568</id>
		<title>Talk:Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1474568"/>
		<updated>2022-01-05T04:45:48Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attachments=&lt;br /&gt;
==EOTech EXPS3==&lt;br /&gt;
The EOTech EXPS3 is featured with a fictionalized &amp;quot;LEOTEC&amp;quot; brand.&lt;br /&gt;
&lt;br /&gt;
==Vortex Venom==&lt;br /&gt;
The Vortex Venom red dot sight is available. Interestingly, it is depicted with its proper &amp;quot;VENOM 3MOA&amp;quot; markings even though the brand logo is replaced with a fictional brand.&lt;br /&gt;
&lt;br /&gt;
==Trijicon MRO==&lt;br /&gt;
The Trijicon MRO red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
==EoTech MPO III Hybrid Sight==&lt;br /&gt;
The EoTech MPO III Hybrid Sight is featured.&lt;br /&gt;
&lt;br /&gt;
==AN/PEQ-15==&lt;br /&gt;
The AN/PEQ-15 laser sight is available.&lt;br /&gt;
&lt;br /&gt;
==Unidentified sight==&lt;br /&gt;
An unknown [http://www.imfdb.org/wiki/File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg red dot sight].&lt;br /&gt;
&lt;br /&gt;
==Trijicon RMR==&lt;br /&gt;
The Trijicon RMR red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
==Trijicon SRO==&lt;br /&gt;
The Trijicon SRO red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==We are coordinating the editing of this page in the Ready or Not Discord==&lt;br /&gt;
&lt;br /&gt;
https://discord.gg/readyornot&lt;br /&gt;
&lt;br /&gt;
[[User:Childworker|Childworker]] ([[User talk:Childworker|talk]]) 20:59, 27 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gameplay trailer ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JcA7Nwa1L9I&amp;amp;feature=youtu.be &lt;br /&gt;
--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:25, 7 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Assault rifle section rework ==&lt;br /&gt;
&lt;br /&gt;
Made an overhaul to assault rifle section to represent what's in-game at this point of time. &amp;lt;br&amp;gt;&lt;br /&gt;
Also have to note that G36C, FN SCAR-L, M14 and full-sized FN FAL are either suspect-only weapons at this point (this need confirmation) or scrapped from the game entirely.--[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 16:59, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== AR-15 style rifles identification ==&lt;br /&gt;
&lt;br /&gt;
Also, need some help indentifying the AR-15 variants appearing in game&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|An &amp;quot;SR-16&amp;quot; - 5,56x45mm NATO]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|An &amp;quot;SBR-300&amp;quot; - .300 Blackout]]&lt;br /&gt;
anybody have any ideas on these? --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 17:02, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
The first one is a Knight Armanent Company SR-16 with their URX 3.1 railed handguard, KAC folding front and rear sights and a Magpul MOE grip and CTR stock. Effectively just a standard SR-16 with a few added parts on the back. The SBR-300 is a mix-master of a gun, although it seems to mostly be made to look like the Wilson Combat SBR Tactical, given the .300 Blackout chambering. The lower matches, same with the upper receiver and handguard. I think it's even got the same sort of weird texture WC puts on their handguards, and the stock is the same. Only non-WC parts on it is the Radian charging handle and the same KAC folding sights as the SR-16. --[[User:PaperCake|PaperCake]] 17:15, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
: Thanks a lot! Updated the article accordingly --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 18:27, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
FYI I've seen a BRN-180 in [https://www.youtube.com/watch?v=8qFdiqGnBM4&amp;amp;t=370s&amp;amp;ab_channel=LewdSCP1471-A this video], guess it is probably the SWAT equivalent to the AR-180. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other Weapons == &lt;br /&gt;
&lt;br /&gt;
So I found a YouTube video that seemed to have pulled a lot of animations from the game for the weapons including both a few of the weapons that haven't been released as well as a few other ones that are, at least by their state in this video (without any firing or handling sounds) very early alpha material. Plus a few companion piece guns (A SWAT usable BRN-180, the P99, the MPL and S&amp;amp;W 76 and so on). I haven't included any of these on the main page that aren't already in the game as NPC suspect weapons, but does anyone know what these are used for? Was there some SWAT vs Suspect mode that got canned?&lt;br /&gt;
&lt;br /&gt;
Link to what I'm talking about: https://www.youtube.com/watch?v=8qFdiqGnBM4&lt;br /&gt;
&lt;br /&gt;
--[[User:PaperCake|PaperCake]] 23:45, 4 January 2022 (EST)&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474563</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474563"/>
		<updated>2022-01-05T04:39:52Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Nah you're good to corral me a bit. Ready or Not has been too much fun to play and I got a lil' carried away with the creative descriptions. I'll try to reach a happy medium here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably ''[[SWAT 4]]'', the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in ''Ready or Not'' chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update. As far as sidearms go, the 92FS is a classic and effective handgun, only lacking in the ability to mount any kind of RMR sight on the slide.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, an old-school [[Colt M1911]] appears in ''Ready or Not'', primarily in the hands of NPC suspects. The basic pistol for basic suspects.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
A more modern 1911 variant, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy, large and powerful, the M45A1 is a tad tamer in comparison to the later mentioned USP Tactical. Large easy to read sights plus manageable recoil makes it a good handgun in close quarters, so long as you remember you only have 8 round mags. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' as a sidearm, as the largest caliber handgun in the police equipment lineup. While the Magnum is very efficient at dropping targets in 1-2 shots, its slow rate of fire and lack of any attachments beyond a trigger-guard mounted laser make it a little more of a concerning gun to go in with.&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' chambered in 5.7x28mm, occupying a weird role as the only true &amp;quot;armor-piercing&amp;quot; pistol in the lineup. With a snappy but manageable recoil and a very high overall ammo capacity (four fully loaded 20 round mags making 80 rounds total), the Five-Seven is a useful sidearm to combo with riskier primary weapons.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] appears in-game rarely as an NPC sidearm, mostly to surprise you if you suspected it was just a normal Glock 17 or 19. &lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in ''Ready or Not'' chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects. A jack-of-all-trades sidearm, modular and useful in most combat scenarios due to the high capacity and flexibility.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer, this is a pre-release screenshot, showing the earlier version which has stock Glock &amp;quot;patridge&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. Large, modern, sleek and fast, the USP Tactical's pros are countered by the con of a very snappy recoil impulse that never really goes away even when suppressed.&lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|400px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'', chambered in .380 ACP as a primary weapon of a lot of suspects in missions. It is commonly used by perpetrators, odd give the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. As the basic suspect pistol, it's quite a standard sidearm. Just powerful enough to cause trouble. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in ''Ready or Not'' chambered in 9x19mm, primarily as a weapon used by suspects. It appears to have replaced a [[Walther P99]] seen in older footage. A standard P99 is found in the game files as a possible usable weapon. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, sporting low damage but are easier to control in tight spaces and on full auto.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in a number of pre-release screenshots of ''Ready or Not'', but as of this update, the PDW has not entered the game. It is however an NPC weapon at the current moment, a fast and concerningly stable weapon especially in close quarters engagements. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px|An officer chases after a suspect, hoisting his P90 up for us to see.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'' chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The most boring of the SMG options, the MP5 is a balance of a controllable but fast rate of fire, good recoil control and a relatively potent bullet. It's good for most situations, bar heavily armored targets. &lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. Heavy, sluggish and with a tendency to climb up and to the right, this is a gun that is built for short controlled bursts. And you don't get that same three-round burst selector option like its smaller and older brother, the MP5.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[TEC-9]] appears in-game as a common weapon for a lot of AI suspects. Like a lot of them. Watch out, like 25% of the suspects use these things and they're horrifying up close.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', chambered in 9x19mm as the last of the current selectable SMGs in-game. Controllable and with a very fast reload in comparison to either of the H&amp;amp;K options, the MPX is a slick piece of modern kit. Just remember how fast the RoF is in full-auto, because it can climb quick if you're not keeping an eye on it.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M76]] appears in the in-game files as a weapon, slated to be released with later updates of the game. At the moment, it's currently an NPC only weapon for high level suspects. Be wary of this weapon, it might be old, but it's slow rate of fire makes it particularly lethal.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M76.jpg|thumb|none|400px|Smith &amp;amp; Wesson M76 Sub-machine gun - 9mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' chambered in 9x19mm. It is primarily a weapon of the criminals. A slow firing but still powerful SMG, this is a weird one to go up against. It has all of the controllability of the other SMGs, but still compact enough for a suspect to conceal it well.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' in pre-release footage, as well as in the hands of NPC suspects. It is a bit of a strange choice given the setting - Walther MPLs aren't terribly common in the United States, least of all in the underground market. While it hasn't been released yet for officers to use, certain high level suspects can spawn with it. Like the earlier M76, it's a slow and careful SMG, and more accurate than you might think it'd be. &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|The MPL in the hands of an officer, cosplaying as early 70's GSG-9.]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms.&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects. Looks can be deceiving with these, don't trust a suspect armed with one. They can blast you or a squadmate faster than you can say &amp;quot;Arms outstretched!&amp;quot;.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 gauge semi-automatic shotgun that appears in ''Ready or Not''. For when you are sick and tired of getting lovingly ambushed as you round a door, the M4 Super 90 is a pointman's best friend. Just remember to put a choke on this as you can and might end up hitting a civilian with the spread off of this thing.&lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 gauge shotgun that is slated to appear in ''Ready or Not''.&lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is a 12 gauge pump action shotgun that appears in the hands of NPC suspects in ''Ready or Not''. The standard pump shotgun for most suspects, prepare accordingly.&lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|400px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] is a 12 gauge pump action shotgun that appears in ''Ready or Not'', albeit as a tool under the moniker of just &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. Its usability against actual targets once you're IN the room is less than ideal.&lt;br /&gt;
&lt;br /&gt;
A full stocked version is also used by some of the suspects, dubbed the &amp;quot;590 Non Lethal&amp;quot; is also used by suspects. The looks of it just seem to be that of a stocked Mossberg 500, but it does contain a surprise. It's loaded with beanbag shells. Prepare to get suddenly stunned when you engage a suspect with this.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 gauge shotgun that appears with two separate versions in ''Ready or Not''. There is a normal version, fitted with the standard MCS extended tube and rear mounted ghost ring sight. A predictable and classic pump action shotgun, deadly in close quarters and still reasonably effective in mid-range fights especially with swapped ammunition. That being said, its use against targets with armor is less than adequate. &lt;br /&gt;
&lt;br /&gt;
There's also a non-lethal option, just dubbed the &amp;quot;Beanbag Shotgun&amp;quot; and fitted with bright orange furniture. Useful to take in suspects alive rather than dead, and to bean uncooperative civilians into compliance, this is useful for one teammate to have on-hand at any moment. Until a heavily armored maniac with an AK shows up.&lt;br /&gt;
&lt;br /&gt;
If that wasn't enough, there is a THIRD version, the &amp;quot;870 CQB&amp;quot; that takes the form of a sawn off Model 870, sharing the same model as the in-game MCS Tactical so it resembles the &amp;quot;MCS Masterkey&amp;quot; configuration of the shotgun. All of the deception of the sawn off double barrel, but with more rounds on-tap.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain close-quarters operations - though vital for putting down armored perpetrators.&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of AK-pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]s but also a few [[AKM]] pattern rifles as well. A new rifle for the SWAT team, simply dubbed the &amp;quot;Krinkov SLR&amp;quot;, is slated to be added in the January Content update. In-general regardless of which version of the rifle you're facing, they're trouble. &lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-18|Armalite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon at the time of writing. Quite a retro piece for thugs to use, the AR-180 is a semi-auto only suspect weapon, but still quite accurate to boot. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not'' chambered in 7,62x51mm NATO. It is currently the most powerful weapon for the player to use bar the shotguns, and that power is tempered significantly as well. Bright muzzle flash, high muzzle climb especially on full auto and low overall ammo capacity (four 20-round mags.)&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in the game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in the game's concept art during development phase of the game. Its presence in current game is confirmed to drop with the January Content Update.&lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and an AN/PEQ-15 laser.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game at the moment as an NPC weapon only. A worrying weapon in the hand of suspects, especially since it's run on full-auto.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] assault rifle appears in ''Ready or Not'' chambered in 5.56x45mm NATO. It is a select-fire weapon, modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard and Magpul MBUS Pro sights. This is the true other middle child in the rifles available to the SWAT team, a dependable semi/full auto rifle with an advantage in controllable full auto fire.&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in the game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'' chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon. The longest of the AR-15 options to the SWAT, the SR-16 is the most accurate for mid to long range engagements and very easy to handle in full auto, at a cost of being a little TOO long for certain maps and missions.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px|An officer clears a doorway with an M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a textureless M14 in the hands of an officer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'' chambered in 5.56x45mm NATO, incorrectly named as just an &amp;quot;M4A1&amp;quot;. It is a select-fire weapon. The stubbiest of the SWAT available rifles, the Mk 18 is a short, loud and flashy weapon for your work. The slim length means it is easy to tote around close-quarters environments, at a cost of increased muzzle blast and lower velocity of 5.56 out of this rifle.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk 18 Mod 0, fitted with an LMT Crane stock and a KAC handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in ''Ready or Not'' chambered in .300 Blackout. It is a select-fire weapon. The chambering gives this rifle a different spin in comparison to its somewhat similar friends in the various AR-15 based rifles on offer. .300 Blackout gives this rifle a quieter report when suppressed and more power on soft targets, at a cost of mildly increased recoil and less power on armored targets.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO. A similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock that are similar to the Wilson Compact SBR Tactical.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in ''Ready or Not'' under the name [[M40 Sniper Rifle|M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units, and appears rarely as a piece of evidence under the generic term of &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine guns in ''Ready or Not'' take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet.&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' chambered in 7.62x39mm. It is used very rarely by certain suspects, who share no concern to fire it any way but from the hip and full-auto only.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot; although the markings explicitly state it's the A3 version. A useful tool for room denial, CS gas allows you to carefully and somewhat safely incapacitate a room. Remember that it can also incapacitate YOU as well, so make sure to bring gas masks if you or a teammate have these.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. The classic tool of any SWAT team, the M84 exists to be a &amp;quot;I don't trust like that&amp;quot; to any weird noise you hear behind a door. Chuck it in the room, blind the target, take them down, call it a day! Or blind yourself on accident a few times. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables. Be careful where you chuck this.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in ''Ready or Not'' firing a 40mm grenade is slated to be released in ''Ready or Not''. Like its inspiration game ''[[S.W.A.T. 4]]'', the selectable grenade types for the MGL are non-lethal, rubber baton rounds, CS rounds and smoke rounds.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman A-5==&lt;br /&gt;
A modified air rifle, resembling a [[Air Guns#Tippmann A-5|Tippmann A-5]] given its relative shape to an MP5K appears in the game as the &amp;quot;TAC700&amp;quot;, a primary weapon. It operates similarly to the &amp;quot;Pepperball Gun&amp;quot; from ''SWAT 4'', a modified paintball marker firing OC Pepper balls just like the ones launched out of the Model 9590 grenades. While it seems strange to bring a glorified airsoft toy, the TAC700 is quite a useful weapon in mixed target enviroments. The Stinger balls themselves tend to incapacitate any target with an exposed face in 5-6 hits, and being an airgun it's quite controllable in full auto so you can pepper your targets until they submit with little risk. Pun intended. &lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' as a less-lethal sidearm option. The Taser is a very useful tool to keep on hand in any situation, not only for incapacitating targets but also noncompliant civilians. There's no worry of getting into a media mess in this game, for sure. Plus it's even useful should you use all the cartridges, as the weapon's melee function pokes the exposed contacts forward to shock targets, a rarely seen feature of the Taser series.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474201</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474201"/>
		<updated>2022-01-03T02:01:54Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks. &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update. As far as sidearm's go, the 92FS is a classic and effective handgun, only lacking in the ability to mount any kind of RMR sight on the slide.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects. You're wearing Level III~ plates most of the time, so these retro sidearms aren't as powerful as they might've been to SWAT teams past. That being said, it's better to take these guys down before they kill you. &lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
It's more modern brother, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not. Heavy, large and powerful, it's three dot night sights make it useful in maps with less-than-ideal light conditions. And the joules of .45 plus the weight of the M45A1 make it a little less snappy than the USP in regards to recoil. Just remember you only have 8 rounder mags. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. While the magnum is very efficient at dropping targets in 1-2 shots, it's slow rate of fire and lack of any attachments beyond a trigger-guard mounted laser make it a little more of a concerning gun to go in with.&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm, occupying a weird role in Ready or Not as the only true &amp;quot;armor-piercing&amp;quot; pistol in the lineup. As a bit of balance, the mags of the gun is downloaded in-game, only holding 17 rounds instead of the full 20. It also has snappier recoil than the other guns, a little uncharacteristic of 5.7x28mm but probably done as a form of balance.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects. A jack-of-all-trades sidearm, modular and useful in most combat scenarios due to the high capacity and flexibility. Just remember that you're still in 9x19mm, peppering high level plates with your rounds will only get you killed.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer, this is a pre-release screenshot, showing the earlier version which has stock Glock &amp;quot;patridge&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. Large, modern, sleek and fast, the USP Tactical's pros are countered by the con of a very snappy recoil impulse that never really goes away even when suppressed. So long as you remember this, you'll be fine and have a dependable piece for stealthier approaches.&lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions. The most common, most used and most pathetic of suspect sidearms. Be prepared to suddenly get shot at and being missed pretty badly once you see one of these hit the scene. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm, primarily as a weapon used by suspects. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, low damage but easier to control in tight spaces and on full auto.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in a number of pre-release screenshots of Ready or Not, as of this update, the PDW has not entered the game. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px|An officer chases after a suspect, hoisting his P90 up for us to see.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The boring of the SMG options, the MP5 is a balance of accuracy, rate of fire and reliability. It just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. Heavy, sluggish and with a tendency to climb up and to the right, this is a gun that is built for short controlled bursts. And you don't get that same three-round burst selector option like it's smaller and older brother, the MP5. Use some trigger control. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a red dot sight attached.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec_TEC-9#Intratec_TEC-9|TEC-9]] appears in-game as a common weapon for a lot of AI suspects. Like a lot of them. Watch out, like 25% of the suspects use these things and they're horrifying up close.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==SIG MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in Ready or Not, chambered in 9x19 as the last of the current selectable SMG's in-game. Controllable and with a very fast reload in comparison to either of the H&amp;amp;K options, the MPX is a slick piece of modern kit. Just remember how fast the RoF is in full-auto, because it can climb quick if you're not keeping an eye on it.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals. A slow firing but still powerful SMG, this is a weird one to go up against. All of the controllability of the other SMG's, but still compact enough for a suspect to mag dump into you when you least expect.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. A common weapon with heavily armed AI suspects, and seen briefly in pre-release material. It is a bit of a strange choice given the setting, Walther MPL's aren't terribly common in the United States, least of all in the underground market. Weird, retro and heavy set, only specific suspects bring this to a battle. And they know exactly why they're doing it. Tread lightly.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|The MPL in the hands of an officer, cosplaying as early 70's GSG-9.]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects. Looks can be deceiving with these, don't trust a suspect armed with one. They can blast you or a squadmate faster than you can say &amp;quot;Arms outstretched!&amp;quot;. &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 Gauge semi-automatic shotgun that appears in Ready or Not. For when you are sick and tired of getting lovingly ambushed as you round a door, the M4 Super 90 is a pointman's best friend. Just remember to put a choke on this as you can and might end up hitting a civilian with the spread off of this thing. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 Gauge shotgun that is slated to appear in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is a 12 Gauge pump action shotgun that appears in the hands of NPC suspects in Ready or Not. The boring option in comparison to the other shotguns on offer, the vintage 37 is just antiquated enough to make you underestimate the user. Until he plate checks you and makes you have to restart a level. &lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|400px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] is a 12 Gauge pump action shotgun that appears in Ready or Not, albeit as a tool under the moniker of just &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the target's of the room than C2 charges, but faster than kicking it down. It's usability against actual targets once you're IN the room is less than ideal. &lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 Gauge shotgun that appears with two separate versions in Ready or Not. There is a normal version, fitted with the standard MCS extended tube and rear mounted ghost ring sight. A predictable and classic pump action shotgun, deadly in close quarters and still reasonably effective in mid-range fights especially with swapped ammunition. That being said, it's use against targets with armor is less than adequate.&lt;br /&gt;
&lt;br /&gt;
There's also a non-lethal option, just dubbed the &amp;quot;Beanbag Shotgun&amp;quot; and fitted with bright orange furniture. Useful to take in suspects alive rather than dead, and to bean uncooperative civilians into compliance, this is useful for one teammate to have on-hand at any moment. Until a heavily armored maniac with an AK shows up. &lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain operations. But vital if you intend to put down targets in armor.&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of he [[AK-47#AKM|AK]] pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]'s but also a few [[AK-47#AKM|AKM]] pattern rifles as well. A new rifle for the SWAT team, simply dubbed the &amp;quot;SL' is slated to be added in the January Content update. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-18|Armalite AR-180]] appears in Ready or Not as a suspect-only weapon at the time of writing. Quite a retro piece for thugs to use, the AR-180 gives a bit of a change of pace to goons with AK's. Don't knock it though, it still provides accurate fire over longer ranges than you'd think. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_OSW|DSA SA58 OSW]] battle rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon. For when you are absolutely done with armored goons with bigger guns than you, the OSW exists to grab the balance of power and drag it kicking and screaming back to you. Powerful, blinding with flash especially under NV and borderline unusable in full-auto, this thing exists solely because you want something to stop being alive within 1-2 shots. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is confirmed to drop with the January Content Update. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon, modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard and Magpul MBUS Pro sights. This is the true other middle child in the rifle's available to the SWAT team, a dependable if boring semi/full auto rifle with an advantage in controllable full auto fire and not much else. It is at least a lil' longer than the Mk. 18, but not by a long shot. &lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon. The longest of the AR-15 options to the SWAT, the SR-16 is the easiest to control of the rifles both in semi and full-auto at a cost of being quite long for certain levels. &lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px|An officer clears a doorway with an M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a textureless M14 in the hands of an officer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.18 Mod.0==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as just an &amp;quot;M4A1&amp;quot;. It is a select-fire weapon. The stubbiest of the SWAT available rifles, the Mk. 18 is a stubby, loud and flashy weapon for your work. The short length means it is easy to tote around close-quarters environments, at a cost of increased muzzle blast and lower velocity of 5.56 out of this rifle. &lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0, fitted with an LMT Crane stock and a KAC handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon. The chambering gives this rifle a different spin in comparison to it's somewhat similar friends in the various AR-15 based rifles on offer. .300 Blackout gives this rifle a quieter report when suppressed and more power on soft targets, at a cost of mildly increased recoil and less power on armored targets. If you want to go quiet, this isn't a bad option.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO, a similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock that are similar to the Wilson Compact SBR Tactical.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units, and appears rarely as a piece of evidence under the generic term of &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet. &lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39mm. An interesting weapon to use given the lack of bipod functionality in-game. Although if you find an NPC with it, you'll learn it isn't needed very quickly as they simply just fire this gun from the hip. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The [[M7 CS gas grenade|M7 CS gas grenades]] appears in-game as just the &amp;quot;CS Grenade&amp;quot; although the markings explicitly state it's the A3 version. A useful tool for room denial, CS gas allows you to carefully and somewhat safely incapacitate a room. Remember that it can also incapacitate YOU as well, so make sure to bring gas masks if you or a teammate have these.&lt;br /&gt;
[[File:M7A2 CS grenade.jpg|thumb|none|200px|M7A2 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. The classic tool of any SWAT team, the M84 exists to be a &amp;quot;I don't trust like that&amp;quot; to any weird noise you hear behind a door. Chuck it in the room, blind the target, take them down, call it a day! Or blind yourself on accident a few times. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables. Be careful where you chuck this. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade is slated to be released in Ready or Not. Like it's inspiration game [[S.W.A.T 4]], the selectable grenade types for the MGL are non-lethal, rubber baton rounds, CS rounds and smoke rounds. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman A-5==&lt;br /&gt;
A modified air rifle, resembling a [[Air Guns#Tippmann A-5|Tippmann A-5]] given it's relative shape to an MP5K appears in the game as the &amp;quot;RAE700&amp;quot;, a primary weapon. It operates similarly to the &amp;quot;Pepperball Gun&amp;quot; from SWAT 4, a modified paintball marker firing OC Pepper balls just like the ones launched out of the Model 9590 grenades. While it seems a tad redundant to go into a gun battle with what amounts to a glorified airsoft toy, the RAE has a bit of usability. Beyond being an excuse to go fully semi automatic and dump balls into your target, the weapon does allow you to poke your enemies to submission with spice without harming them. Well, without killing them.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun, note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm option. The Taser is a very useful tool to keep on hand in any situation, not only for incapacitating targets but also noncompliant civilians. There's no worry of getting into a media mess in this game, for sure. Plus it's even useful should you use all the cartridges, as the weapon's melee function pokes the exposed contacts forward to shock targets, a rarely seen feature of the Taser series. &lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474200</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474200"/>
		<updated>2022-01-03T01:55:28Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks. &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update. As far as sidearm's go, the 92FS is a classic and effective handgun, only lacking in the ability to mount any kind of RMR sight on the slide.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects. You're wearing Level III~ plates most of the time, so these retro sidearms aren't as powerful as they might've been to SWAT teams past. That being said, it's better to take these guys down before they kill you. &lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
It's more modern brother, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not. Heavy, large and powerful, it's three dot night sights make it useful in maps with less-than-ideal light conditions. And the joules of .45 plus the weight of the M45A1 make it a little less snappy than the USP in regards to recoil. Just remember you only have 8 rounder mags. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. While the magnum is very efficient at dropping targets in 1-2 shots, it's slow rate of fire and lack of any attachments beyond a trigger-guard mounted laser make it a little more of a concerning gun to go in with.&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm, occupying a weird role in Ready or Not as the only true &amp;quot;armor-piercing&amp;quot; pistol in the lineup. As a bit of balance, the mags of the gun is downloaded in-game, only holding 17 rounds instead of the full 20. It also has snappier recoil than the other guns, a little uncharacteristic of 5.7x28mm but probably done as a form of balance.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects. A jack-of-all-trades sidearm, modular and useful in most combat scenarios due to the high capacity and flexibility. Just remember that you're still in 9x19mm, peppering high level plates with your rounds will only get you killed.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer, this is a pre-release screenshot, showing the earlier version which has stock Glock &amp;quot;patridge&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. Large, modern, sleek and fast, the USP Tactical's pros are countered by the con of a very snappy recoil impulse that never really goes away even when suppressed. So long as you remember this, you'll be fine and have a dependable piece for stealthier approaches.&lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions. The most common, most used and most pathetic of suspect sidearms. Be prepared to suddenly get shot at and being missed pretty badly once you see one of these hit the scene. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm, primarily as a weapon used by suspects. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, low damage but easier to control in tight spaces and on full auto.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in a number of pre-release screenshots of Ready or Not, as of this update, the PDW has not entered the game. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px|An officer chases after a suspect, hoisting his P90 up for us to see.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The boring of the SMG options, the MP5 is a balance of accuracy, rate of fire and reliability. It just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. Heavy, sluggish and with a tendency to climb up and to the right, this is a gun that is built for short controlled bursts. And you don't get that same three-round burst selector option like it's smaller and older brother, the MP5. Use some trigger control. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a red dot sight attached.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec_TEC-9#Intratec_TEC-9|TEC-9]] appears in-game as a common weapon for a lot of AI suspects. Like a lot of them. Watch out, like 25% of the suspects use these things and they're horrifying up close.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==SIG MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in Ready or Not, chambered in 9x19 as the last of the current selectable SMG's in-game. Controllable and with a very fast reload in comparison to either of the H&amp;amp;K options, the MPX is a slick piece of modern kit. Just remember how fast the RoF is in full-auto, because it can climb quick if you're not keeping an eye on it.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. A common weapon with heavily armed AI suspects, and seen briefly in pre-release material. It is a bit of a strange choice given the setting, Walther MPL's aren't terribly common in the United States, least of all in the underground market. &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|The MPL in the hands of an officer, cosplaying as early 70's GSG-9.]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects. Looks can be deceiving with these, don't trust a suspect armed with one. They can blast you or a squadmate faster than you can say &amp;quot;Arms outstretched!&amp;quot;. &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 Gauge semi-automatic shotgun that appears in Ready or Not. For when you are sick and tired of getting lovingly ambushed as you round a door, the M4 Super 90 is a pointman's best friend. Just remember to put a choke on this as you can and might end up hitting a civilian with the spread off of this thing. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 Gauge shotgun that is slated to appear in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is a 12 Gauge pump action shotgun that appears in the hands of NPC suspects in Ready or Not. The boring option in comparison to the other shotguns on offer, the vintage 37 is just antiquated enough to make you underestimate the user. Until he plate checks you and makes you have to restart a level. &lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|400px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] is a 12 Gauge pump action shotgun that appears in Ready or Not, albeit as a tool under the moniker of just &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the target's of the room than C2 charges, but faster than kicking it down. It's usability against actual targets once you're IN the room is less than ideal. &lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 Gauge shotgun that appears with two separate versions in Ready or Not. There is a normal version, fitted with the standard MCS extended tube and rear mounted ghost ring sight. A predictable and classic pump action shotgun, deadly in close quarters and still reasonably effective in mid-range fights especially with swapped ammunition. That being said, it's use against targets with armor is less than adequate.&lt;br /&gt;
&lt;br /&gt;
There's also a non-lethal option, just dubbed the &amp;quot;Beanbag Shotgun&amp;quot; and fitted with bright orange furniture. Useful to take in suspects alive rather than dead, and to bean uncooperative civilians into compliance, this is useful for one teammate to have on-hand at any moment. Until a heavily armored maniac with an AK shows up. &lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain operations. But vital if you intend to put down targets in armor.&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of he [[AK-47#AKM|AK]] pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]'s but also a few [[AK-47#AKM|AKM]] pattern rifles as well. A new rifle for the SWAT team, simply dubbed the &amp;quot;SL' is slated to be added in the January Content update. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-180]] appears in Ready or Not as a suspect-only weapon at the time of writing. Quite a retro piece for thugs to use, the AR-180 gives a bit of a change of pace to goons with AK's. Don't knock it though, it still provides accurate fire over longer ranges than you'd think. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_OSW|DSA SA58 OSW]] battle rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon. For when you are absolutely done with armored goons with bigger guns than you, the OSW exists to grab the balance of power and drag it kicking and screaming back to you. Powerful, blinding with flash especially under NV and borderline unusable in full-auto, this thing exists solely because you want something to stop being alive within 1-2 shots. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is confirmed to drop with the January Content Update. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon, modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard and Magpul MBUS Pro sights. This is the true other middle child in the rifle's available to the SWAT team, a dependable if boring semi/full auto rifle with an advantage in controllable full auto fire and not much else. It is at least a lil' longer than the Mk. 18, but not by a long shot. &lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon. The longest of the AR-15 options to the SWAT, the SR-16 is the easiest to control of the rifles both in semi and full-auto at a cost of being quite long for certain levels. &lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px|An officer clears a doorway with an M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a textureless M14 in the hands of an officer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.18 Mod.0==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as just an &amp;quot;M4A1&amp;quot;. It is a select-fire weapon. The stubbiest of the SWAT available rifles, the Mk. 18 is a stubby, loud and flashy weapon for your work. The short length means it is easy to tote around close-quarters environments, at a cost of increased muzzle blast and lower velocity of 5.56 out of this rifle. &lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0, fitted with an LMT Crane stock and a KAC handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon. The chambering gives this rifle a different spin in comparison to it's somewhat similar friends in the various AR-15 based rifles on offer. .300 Blackout gives this rifle a quieter report when suppressed and more power on soft targets, at a cost of mildly increased recoil and less power on armored targets. If you want to go quiet, this isn't a bad option.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO, a similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock that are similar to the Wilson Compact SBR Tactical.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units, and appears rarely as a piece of evidence under the generic term of &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet. &lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39mm. An interesting weapon to use given the lack of bipod functionality in-game. Although if you find an NPC with it, you'll learn it isn't needed very quickly as they simply just fire this gun from the hip. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The [[M7 CS gas grenade|M7 CS gas grenades]] appears in-game as just the &amp;quot;CS Grenade&amp;quot; although the markings explicitly state it's the A3 version. A useful tool for room denial, CS gas allows you to carefully and somewhat safely incapacitate a room. Remember that it can also incapacitate YOU as well, so make sure to bring gas masks if you or a teammate have these.&lt;br /&gt;
[[File:M7A2 CS grenade.jpg|thumb|none|200px|M7A2 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. The classic tool of any SWAT team, the M84 exists to be a &amp;quot;I don't trust like that&amp;quot; to any weird noise you hear behind a door. Chuck it in the room, blind the target, take them down, call it a day! Or blind yourself on accident a few times. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables. Be careful where you chuck this. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade is slated to be released in Ready or Not. Like it's inspiration game [[S.W.A.T 4]], the selectable grenade types for the MGL are non-lethal, rubber baton rounds, CS rounds and smoke rounds. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman A-5==&lt;br /&gt;
A modified air rifle, resembling a [[Air Guns#Tippmann A-5|Tippmann A-5]] given it's relative shape to an MP5K appears in the game as the &amp;quot;RAE700&amp;quot;, a primary weapon. It operates similarly to the &amp;quot;Pepperball Gun&amp;quot; from SWAT 4, a modified paintball marker firing OC Pepper balls just like the ones launched out of the Model 9590 grenades. While it seems a tad redundant to go into a gun battle with what amounts to a glorified airsoft toy, the RAE has a bit of usability. Beyond being an excuse to go fully semi automatic and dump balls into your target, the weapon does allow you to poke your enemies to submission with spice without harming them. Well, without killing them.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun, note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm option. The Taser is a very useful tool to keep on hand in any situation, not only for incapacitating targets but also noncompliant civilians. There's no worry of getting into a media mess in this game, for sure. Plus it's even useful should you use all the cartridges, as the weapon's melee function pokes the exposed contacts forward to shock targets, a rarely seen feature of the Taser series. &lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474199</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474199"/>
		<updated>2022-01-03T01:54:01Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks. &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update. As far as sidearm's go, the 92FS is a classic and effective handgun, only lacking in the ability to mount any kind of RMR sight on the slide.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
It's more modern brother, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not. Heavy, large and powerful, it's three dot night sights make it useful in maps with less-than-ideal light conditions. And the joules of .45 plus the weight of the M45A1 make it a little less snappy than the USP in regards to recoil. Just remember you only have 8 rounder mags. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. While the magnum is very efficient at dropping targets in 1-2 shots, it's slow rate of fire and lack of any attachments beyond a trigger-guard mounted laser make it a little more of a concerning gun to go in with.&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm, occupying a weird role in Ready or Not as the only true &amp;quot;armor-piercing&amp;quot; pistol in the lineup. As a bit of balance, the mags of the gun is downloaded in-game, only holding 17 rounds instead of the full 20. It also has snappier recoil than the other guns, a little uncharacteristic of 5.7x28mm but probably done as a form of balance.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view while being fired at a suspect.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects. A jack-of-all-trades sidearm, modular and useful in most combat scenarios due to the high capacity and flexibility. Just remember that you're still in 9x19mm, peppering high level plates with your rounds will only get you killed.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer, this is a pre-release screenshot, showing the earlier version which has stock Glock &amp;quot;patridge&amp;quot; sights.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. Large, modern, sleek and fast, the USP Tactical's pros are countered by the con of a very snappy recoil impulse that never really goes away even when suppressed. So long as you remember this, you'll be fine and have a dependable piece for stealthier approaches.&lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions. The most common, most used and most pathetic of suspect sidearms. Be prepared to suddenly get shot at and being missed pretty badly once you see one of these hit the scene. &lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm, primarily as a weapon used by suspects. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, low damage but easier to control in tight spaces and on full auto.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in a number of pre-release screenshots of Ready or Not, as of this update, the PDW has not entered the game. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px|An officer chases after a suspect, hoisting his P90 up for us to see.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The boring of the SMG options, the MP5 is a balance of accuracy, rate of fire and reliability. It just works.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|A suspect's corpse has an officer's fancy MP5 waved at.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|A pre-release render of the MP5 model, note the big red full-auto marking of the Navy trigger pack.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. Heavy, sluggish and with a tendency to climb up and to the right, this is a gun that is built for short controlled bursts. And you don't get that same three-round burst selector option like it's smaller and older brother, the MP5. Use some trigger control. &lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|An officer breaches a door with his UMP.]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a red dot sight attached.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec_TEC-9#Intratec_TEC-9|TEC-9]] appears in-game as a common weapon for a lot of AI suspects. Like a lot of them. Watch out, like 25% of the suspects use these things and they're horrifying up close.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==SIG MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in Ready or Not, chambered in 9x19 as the last of the current selectable SMG's in-game. Controllable and with a very fast reload in comparison to either of the H&amp;amp;K options, the MPX is a slick piece of modern kit. Just remember how fast the RoF is in full-auto, because it can climb quick if you're not keeping an eye on it.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. A common weapon with heavily armed AI suspects, and seen briefly in pre-release material. It is a bit of a strange choice given the setting, Walther MPL's aren't terribly common in the United States, least of all in the underground market. &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|The MPL in the hands of an officer, cosplaying as early 70's GSG-9.]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
&lt;br /&gt;
==12 Gauge Double Barreled Sawed-Off Shotgun==&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon in the hands of AI suspects. Looks can be deceiving with these, don't trust a suspect armed with one. They can blast you or a squadmate faster than you can say &amp;quot;Arms outstretched!&amp;quot;. &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 Gauge semi-automatic shotgun that appears in Ready or Not. For when you are sick and tired of getting lovingly ambushed as you round a door, the M4 Super 90 is a pointman's best friend. Just remember to put a choke on this as you can and might end up hitting a civilian with the spread off of this thing. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 Gauge shotgun that is slated to appear in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is a 12 Gauge pump action shotgun that appears in the hands of NPC suspects in Ready or Not. The boring option in comparison to the other shotguns on offer, the vintage 37 is just antiquated enough to make you underestimate the user. Until he plate checks you and makes you have to restart a level. &lt;br /&gt;
[[Image:IthacaModel37.jpg|thumb|400px|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] is a 12 Gauge pump action shotgun that appears in Ready or Not, albeit as a tool under the moniker of just &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the target's of the room than C2 charges, but faster than kicking it down. It's usability against actual targets once you're IN the room is less than ideal. &lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 Gauge shotgun that appears with two separate versions in Ready or Not. There is a normal version, fitted with the standard MCS extended tube and rear mounted ghost ring sight. A predictable and classic pump action shotgun, deadly in close quarters and still reasonably effective in mid-range fights especially with swapped ammunition. That being said, it's use against targets with armor is less than adequate.&lt;br /&gt;
&lt;br /&gt;
There's also a non-lethal option, just dubbed the &amp;quot;Beanbag Shotgun&amp;quot; and fitted with bright orange furniture. Useful to take in suspects alive rather than dead, and to bean uncooperative civilians into compliance, this is useful for one teammate to have on-hand at any moment. Until a heavily armored maniac with an AK shows up. &lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain operations. But vital if you intend to put down targets in armor.&lt;br /&gt;
&lt;br /&gt;
==AK series rifles==&lt;br /&gt;
A variety of he [[AK-47#AKM|AK]] pattern rifles appear in the game as suspect weapons. While most are simply called [[AKS-74U]] by the UI, they seem to include both full stock [[AK-74]]'s but also a few [[AK-47#AKM|AKM]] pattern rifles as well. A new rifle for the SWAT team, simply dubbed the &amp;quot;SL' is slated to be added in the January Content update. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM 7.62x39mm]]&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-180==&lt;br /&gt;
The [[Armalite AR-180]] appears in Ready or Not as a suspect-only weapon at the time of writing. Quite a retro piece for thugs to use, the AR-180 gives a bit of a change of pace to goons with AK's. Don't knock it though, it still provides accurate fire over longer ranges than you'd think. &lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_OSW|DSA SA58 OSW]] battle rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon. For when you are absolutely done with armored goons with bigger guns than you, the OSW exists to grab the balance of power and drag it kicking and screaming back to you. Powerful, blinding with flash especially under NV and borderline unusable in full-auto, this thing exists solely because you want something to stop being alive within 1-2 shots. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎ ‎|thumb|500px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is confirmed to drop with the January Content Update. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon, modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard and Magpul MBUS Pro sights. This is the true other middle child in the rifle's available to the SWAT team, a dependable if boring semi/full auto rifle with an advantage in controllable full auto fire and not much else. It is at least a lil' longer than the Mk. 18, but not by a long shot. &lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon. The longest of the AR-15 options to the SWAT, the SR-16 is the easiest to control of the rifles both in semi and full-auto at a cost of being quite long for certain levels. &lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px|An officer clears a doorway with an M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a textureless M14 in the hands of an officer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.18 Mod.0==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as just an &amp;quot;M4A1&amp;quot;. It is a select-fire weapon. The stubbiest of the SWAT available rifles, the Mk. 18 is a stubby, loud and flashy weapon for your work. The short length means it is easy to tote around close-quarters environments, at a cost of increased muzzle blast and lower velocity of 5.56 out of this rifle. &lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0, fitted with an LMT Crane stock and a KAC handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon. The chambering gives this rifle a different spin in comparison to it's somewhat similar friends in the various AR-15 based rifles on offer. .300 Blackout gives this rifle a quieter report when suppressed and more power on soft targets, at a cost of mildly increased recoil and less power on armored targets. If you want to go quiet, this isn't a bad option.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO, a similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock that are similar to the Wilson Compact SBR Tactical.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units, and appears rarely as a piece of evidence under the generic term of &amp;quot;Marksman's Rifle&amp;quot;. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet. &lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39mm. An interesting weapon to use given the lack of bipod functionality in-game. Although if you find an NPC with it, you'll learn it isn't needed very quickly as they simply just fire this gun from the hip. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|A pre-release render showing a suspect eye-ing up a breach while armed with an RPD.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The [[M7 CS gas grenade|M7 CS gas grenades]] appears in-game as just the &amp;quot;CS Grenade&amp;quot; although the markings explicitly state it's the A3 version. A useful tool for room denial, CS gas allows you to carefully and somewhat safely incapacitate a room. Remember that it can also incapacitate YOU as well, so make sure to bring gas masks if you or a teammate have these.&lt;br /&gt;
[[File:M7A2 CS grenade.jpg|thumb|none|200px|M7A2 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. The classic tool of any SWAT team, the M84 exists to be a &amp;quot;I don't trust like that&amp;quot; to any weird noise you hear behind a door. Chuck it in the room, blind the target, take them down, call it a day! Or blind yourself on accident a few times. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables. Be careful where you chuck this. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade is slated to be released in Ready or Not. Like it's inspiration game [[S.W.A.T 4]], the selectable grenade types for the MGL are non-lethal, rubber baton rounds, CS rounds and smoke rounds. &lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman A-5==&lt;br /&gt;
A modified air rifle, resembling a [[Air Guns#Tippmann A-5|Tippmann A-5]] given it's relative shape to an MP5K appears in the game as the &amp;quot;RAE700&amp;quot;, a primary weapon. It operates similarly to the &amp;quot;Pepperball Gun&amp;quot; from SWAT 4, a modified paintball marker firing OC Pepper balls just like the ones launched out of the Model 9590 grenades. While it seems a tad redundant to go into a gun battle with what amounts to a glorified airsoft toy, the RAE has a bit of usability. Beyond being an excuse to go fully semi automatic and dump balls into your target, the weapon does allow you to poke your enemies to submission with spice without harming them. Well, without killing them.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun, note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm option. The Taser is a very useful tool to keep on hand in any situation, not only for incapacitating targets but also noncompliant civilians. There's no worry of getting into a media mess in this game, for sure. Plus it's even useful should you use all the cartridges, as the weapon's melee function pokes the exposed contacts forward to shock targets, a rarely seen feature of the Taser series. &lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474197</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474197"/>
		<updated>2022-01-03T00:45:11Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Right, if we're all good on other major updates, I want to fix this page rq and get it nice and relatively organized.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks. &lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
Chambered in .45 ACP, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not, a large caliber .45 offering &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
RoN ColtPythonThirdPerson.jpeg&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|A Beretta 92FS being held by a SWAT Officer in the First Person point of view.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions.&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm. It has an unrealistic 17 round capacity in Ready or Not compared to its real life counterparts of 10, 20 (standard), and 30 round magazines. Its recoil is quite large for the round size compared to its real life recoil. &lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, low damage but easier to control in tight spaces and on full auto.&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in Ready or Not chambered in 5.7x28mm. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px| P90 being held by a SWAT Officer while chasing a suspect. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. A little less violent.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|First Person view of a MP5 in Ready or Not that has a Micro Red Dot Sight attached.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|MP5 being held by a SWAT Officer. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|UMP being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|UMP being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. The gun makes frequent appearances in early marketing material by Void Interactive despite its rarity in American SWAT units and in America in general.  &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|MPL being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|MPL being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The TEC-9 appears in-game as a common weapon for a lot of AI suspects. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] is a 12 gauge shotgun that appears in the game as the &amp;quot;Breaching Shotgun&amp;quot;, fitted with a pistol grip and used for breaching doors.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain operations. But vital if you intend to put down targets in armor.&lt;br /&gt;
==Mk.18 Mod.0 Carbine==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as &amp;quot;M4A1&amp;quot; carbine. It is a select-fire weapon.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO, a similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Elite Compact==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_Para_Elite_Compact|DSA SA58 Para Elite Compact]] assault rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:SA58ParaElite.jpg|thumb|none|450px|DSA SA58 Para Elite Compact – 7.62x51mm]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 Para Elite Compact]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
The [[Armalite AR-18]] (or any of it's commercial copies from some other manufacturer) makes an appearance in Ready or Not chambered in 5.56x45mm NATO. It's a suspect-only weapon although&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px| First Person view of the M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px| A SWAT Officer holding an M14. ]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|600|none|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet. &lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39. Interestingly enough, there is no bipod functionality in game, which would make firing the gun very hard due to its large round size and weight. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|RPD Machine Gun held by the Suspect to the left - 7.62x54mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The CS Grenade releases a CS gas compound that incapacitates targets who inhale the substance by asphyxiation. &lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The Stingball Grenade is a less-lethal grenade that explodes, ejecting hundreds of rubber balls in every direction. If detonated too close to a person, it may injure or kill them. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade that can include smoke, rubber, and various non-lethal ammunition. There is no high-explosive rounds available in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman Marker Pepperball Gun==&lt;br /&gt;
The Pepperball gun is a less-lethal paintball gun that fires balls of OC pepper that are used to incapacitate targets by irritating their skin, eyes, and lungs.&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm. It has two probes that must make contact with the target to deliver the electrical shock as intended. It is a less-lethal sidearm that takes up the secondary firearm slot.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474193</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474193"/>
		<updated>2022-01-03T00:35:18Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: whoops, forgot to set that to 'none'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks. &lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
Chambered in .45 ACP, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not, a large caliber .45 offering &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
RoN ColtPythonThirdPerson.jpeg&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|A Beretta 92FS being held by a SWAT Officer in the First Person point of view.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions.&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm. It has an unrealistic 17 round capacity in Ready or Not compared to its real life counterparts of 10, 20 (standard), and 30 round magazines. Its recoil is quite large for the round size compared to its real life recoil. &lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, low damage but easier to control in tight spaces and on full auto.&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in Ready or Not chambered in 5.7x28mm. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px| P90 being held by a SWAT Officer while chasing a suspect. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. A little less violent.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|First Person view of a MP5 in Ready or Not that has a Micro Red Dot Sight attached.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|MP5 being held by a SWAT Officer. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|UMP being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|UMP being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. The gun makes frequent appearances in early marketing material by Void Interactive despite its rarity in American SWAT units and in America in general.  &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|MPL being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|MPL being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The TEC-9 appears in-game as a common weapon for a lot of AI suspects. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] is a 12 gauge shotgun that appears in the game as the &amp;quot;Breaching Shotgun&amp;quot;, fitted with a pistol grip and used for breaching doors.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain operations. But vital if you intend to put down targets in armor.&lt;br /&gt;
==Mk.18 Mod.0 Carbine==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as &amp;quot;M4A1&amp;quot; carbine. It is a select-fire weapon.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO, a similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Elite Compact==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_Para_Elite_Compact|DSA SA58 Para Elite Compact]] assault rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:SA58ParaElite.jpg|thumb|none|450px|DSA SA58 Para Elite Compact – 7.62x51mm]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 Para Elite Compact]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:Heckler_and_Koch_416.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 – 5.56x45mm]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
The [[Armalite AR-18]] (or any of it's commercial copies from some other manufacturer) makes an appearance in Ready or Not chambered in 5.56x45mm NATO. It's a suspect-only weapon although&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px| First Person view of the M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px| A SWAT Officer holding an M14. ]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|600|none|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet. &lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39. Interestingly enough, there is no bipod functionality in game, which would make firing the gun very hard due to its large round size and weight. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|RPD Machine Gun held by the Suspect to the left - 7.62x54mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The CS Grenade releases a CS gas compound that incapacitates targets who inhale the substance by asphyxiation. &lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The Stingball Grenade is a less-lethal grenade that explodes, ejecting hundreds of rubber balls in every direction. If detonated too close to a person, it may injure or kill them. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade that can include smoke, rubber, and various non-lethal ammunition. There is no high-explosive rounds available in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman Marker Pepperball Gun==&lt;br /&gt;
The Pepperball gun is a less-lethal paintball gun that fires balls of OC pepper that are used to incapacitate targets by irritating their skin, eyes, and lungs.&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm. It has two probes that must make contact with the target to deliver the electrical shock as intended. It is a less-lethal sidearm that takes up the secondary firearm slot.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474192</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474192"/>
		<updated>2022-01-03T00:34:44Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two sidearms the player, NPC Officers and NPC characters can use. Low damage, middling ROF and useful as a backup option or to limit over penetration risks. &lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
Chambered in .45 ACP, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not, a large caliber .45 offering &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
RoN ColtPythonThirdPerson.jpeg&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|A Beretta 92FS being held by a SWAT Officer in the First Person point of view.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions.&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm. It has an unrealistic 17 round capacity in Ready or Not compared to its real life counterparts of 10, 20 (standard), and 30 round magazines. Its recoil is quite large for the round size compared to its real life recoil. &lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|USP Tactical]] appears in-game as the &amp;quot;USP Tactical&amp;quot;, fitted with a pair of Heinie SlantPro luminous sights, as a slimmer and more modern .45 option for SWAT teams. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|right|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are small automatic weapons firing pistol caliber rounds, low damage but easier to control in tight spaces and on full auto.&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in Ready or Not chambered in 5.7x28mm. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px| P90 being held by a SWAT Officer while chasing a suspect. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm, although in-game it's called an &amp;quot;MP5A2&amp;quot; despite having the A4's upgraded Navy trigger pack. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. A little less violent.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|First Person view of a MP5 in Ready or Not that has a Micro Red Dot Sight attached.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|MP5 being held by a SWAT Officer. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|UMP being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|UMP being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. The gun makes frequent appearances in early marketing material by Void Interactive despite its rarity in American SWAT units and in America in general.  &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|MPL being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|MPL being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The TEC-9 appears in-game as a common weapon for a lot of AI suspects. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] is a 12 gauge shotgun that appears in the game as the &amp;quot;Breaching Shotgun&amp;quot;, fitted with a pistol grip and used for breaching doors.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|400px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
The standard for most SWAT teams and a few high risk suspects. Accurate, powerful but a bit long for certain operations. But vital if you intend to put down targets in armor.&lt;br /&gt;
==Mk.18 Mod.0 Carbine==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as &amp;quot;M4A1&amp;quot; carbine. It is a select-fire weapon.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO, equipped with Magpul furniture and a set of KAC folding sights. It is a select-fire weapon.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical (one of the [[AR-15]] derivatives) assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon.&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO, a similar short rifle to the WC SBR Tactical.]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Elite Compact==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_Para_Elite_Compact|DSA SA58 Para Elite Compact]] assault rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:SA58ParaElite.jpg|thumb|none|450px|DSA SA58 Para Elite Compact – 7.62x51mm]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 Para Elite Compact]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:Heckler_and_Koch_416.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 – 5.56x45mm]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
The [[Armalite AR-18]] (or any of it's commercial copies from some other manufacturer) makes an appearance in Ready or Not chambered in 5.56x45mm NATO. It's a suspect-only weapon although&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px| First Person view of the M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px| A SWAT Officer holding an M14. ]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|600|none|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot, although none are able to be used by the player or NPC officers just yet. &lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39. Interestingly enough, there is no bipod functionality in game, which would make firing the gun very hard due to its large round size and weight. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|RPD Machine Gun held by the Suspect to the left - 7.62x54mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The CS Grenade releases a CS gas compound that incapacitates targets who inhale the substance by asphyxiation. &lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The Stingball Grenade is a less-lethal grenade that explodes, ejecting hundreds of rubber balls in every direction. If detonated too close to a person, it may injure or kill them. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade that can include smoke, rubber, and various non-lethal ammunition. There is no high-explosive rounds available in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman Marker Pepperball Gun==&lt;br /&gt;
The Pepperball gun is a less-lethal paintball gun that fires balls of OC pepper that are used to incapacitate targets by irritating their skin, eyes, and lungs.&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm. It has two probes that must make contact with the target to deliver the electrical shock as intended. It is a less-lethal sidearm that takes up the secondary firearm slot.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474184</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1474184"/>
		<updated>2022-01-02T22:22:20Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready Or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption =  Promotional Art&lt;br /&gt;
|date= TBA&lt;br /&gt;
|developer= Void Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' is a upcoming first person shooter being developed by Void Interactive that places the player in the role of leader of a SWAT Team in a &amp;quot;Nondescript Modern America&amp;quot;. It has a focus on the singleplayer and coop campaign but also features a PVP multiplayer side with an alternate story and game modes. It is considered to be the spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' Games. &lt;br /&gt;
&lt;br /&gt;
'''The following list is all firearms and grenades that make appearances in Ready or Not:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In Ready or Not, the player character is able to carry two firearms at one time which are chosen at a pre-mission startup. Similar to other games, most notably [[SWAT 4]], the first weapon slot is for larger weapons such as rifles and shotguns, while the second slot is for pistols, pepper ball guns, and tasers. The player also is able to carry multiple grenades that are able to be selected at startup. &lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. They can accept either full metal jacket or hollow point ammunition. Firearms in game have knock-off names to avoid copyright conflicts and some of the in game attachments have slight modifications from their real life counterparts to avoid licensing issues as well. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
One of two firearms the player character, NPC Officers, and NPC suspects can use. Mostly seen as the backup weapon for the player character as they take up the secondary weapon slot on the players inventory.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Chambered in .45 ACP, the [[M1911 pistol series|Colt M1911]] appears in Ready or Not, primarily in the hands of the suspects.&lt;br /&gt;
[[File:COLTM1911_1913.jpg|thumb|none|400px|M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
Chambered in .45 ACP, the [[Colt XSE|Colt M45A1]] appears as a sidearm option in Ready or Not.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|400px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in Ready or Not as a sidearm, as the largest caliber handgun in the police equipment lineup. &lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|400px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
[[File:RoN ColtPythonThirdPerson.jpeg|thumb|none|600px|A SWAT officer holding a Colt Python. ]]&lt;br /&gt;
RoN ColtPythonThirdPerson.jpeg&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in Ready or Not chambered in 9x19mm, incorrectly called the &amp;quot;M9A1&amp;quot;. The devs intend to update the model in the January Content update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|A Beretta 92FS being held by a SWAT Officer in the First Person point of view.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ==&lt;br /&gt;
The [[Walther PPQ]] appears in Ready or Not chambered in 9x19mm. &lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|400px|Walther PPQ original model, also referred to as the &amp;quot;M1&amp;quot; or &amp;quot;Classic&amp;quot; model; note the paddle magazine release - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in Ready or Not, chambered in .380 ACP as a primary weapon of a lot of suspects in missions.&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|400px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|600px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] appears in Ready or Not chambered in 9x19mm, equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|400px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in Ready or Not chambered in 5.7x28mm. It has an unrealistic 17 round capacity in Ready or Not compared to its real life counterparts of 10, 20 (standard), and 30 round magazines. Its recoil is quite large for the round size compared to its real life recoil. &lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A Five-Seven being held in the first person view.]]&lt;br /&gt;
[[File:ReadyorNotFiveSevenRiotShield.jpeg|thumb|none|600px|A Five-Seven being held by a SWAT Officer who is also holding a shield.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns are carbines that fire pistol size rounds. They take up the primary firearm slot in Ready or Not. &lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] appears in Ready or Not chambered in 5.7x28mm. &lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[File:ReadyorNotP90ThirdPerson.JPG|thumb|none|600px| P90 being held by a SWAT Officer while chasing a suspect. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in Ready or Not chambered in 9x19mm. The MP5A4 reload animation in Ready or Not is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot; that is found in the instruction manual and recommended for reloading many Heckler &amp;amp; Koch firearms. &lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the fire selector for '3-Round Burst' thus possessing four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.]]&lt;br /&gt;
[[File:ReadyOrNotFirstPersonMP5PlaceHolder.jpg|thumb|none|600px|First Person view of a MP5 in Ready or Not that has a Micro Red Dot Sight attached.]]&lt;br /&gt;
[[File:ReadyOrNotMP5ThirdPerson.JPG|thumb|none|600px|MP5 being held by a SWAT Officer. ]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] appears in Ready or Not. It is chambered in .45 ACP. In a rarely scene bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K slap.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPFirstPerson.JPG|thumb|none|600px|UMP being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|UMP being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in Ready or Not chambered in 9x19mm. It is primarily a weapon of the criminals.&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|450px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|The Uzi of a dead suspect lies on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MP|Walther MPL]] appears in Ready or Not chambered in 9x19mm. The gun makes frequent appearances in early marketing material by Void Interactive despite its rarity in American SWAT units and in America in general.  &lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|MPL being held in the first person view]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|MPL being held by a SWAT Officer]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The TEC-9 appears in-game as a common weapon for a lot of AI suspects. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|450px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The shotguns in-game have a great use in close-quarter combat due to their ability to put large amounts of lead down range. They have the ability to use less-lethal beanbag rounds, birdshot, and buckshot. They fill the primary weapon slot intended for large firearms. &lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] is a 12 gauge shotgun that appears in the game as the &amp;quot;Breaching Shotgun&amp;quot;, fitted with a pistol grip and used for breaching doors.&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:ReadyorNotBreaching870FirstPerson.JPG|thumb|none|600px|A SWAT Officer holding a Breaching Variant of the 500.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:BenelliM1Super90.jpg‎|thumb|none|450px|Benelli M1 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:Readyornotm4benelli.jpg|thumb|600px|none|A SWAT Officer holding a Benelli M4.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Tactical==&lt;br /&gt;
The [[Remington Model 870|Remington 870 MCS Tactical]] is a 12 gauge shotgun that appears in Ready or Not. &lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|none|450px|Remington 870 Police Magnum with early style black synthetic riot foregrips and buttstock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
In Ready or Not, Assault Rifles fill the Primary Weapon slot that is for large firearms. &lt;br /&gt;
&lt;br /&gt;
==Mk.18 Mod.0 Carbine==&lt;br /&gt;
The [[M16_rifle_series#Mk_18_Mod_0|Mk.18 Mod.0]] appears in Ready or Not chambered in 5.56x45mm NATO, incorrectly named as &amp;quot;M4A1&amp;quot; carbine. It is a select-fire weapon.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk.18 Mod.0 - 5.56x45mm]]&lt;br /&gt;
[[File:MK18RONG.jpg|thumb|600px|none|A SWAT Officer holding a Mk.18 Mod.0]]&lt;br /&gt;
&lt;br /&gt;
==SR-16==&lt;br /&gt;
A full-auto [[AR-15]] derivative assault rifle appears (under the moniker &amp;quot;SR-16&amp;quot;) in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding an SR-16]]&lt;br /&gt;
&lt;br /&gt;
==SBR-300==&lt;br /&gt;
A full-auto [[AR-15]] derivative assault rifle appears (under the moniker &amp;quot;SBR-300&amp;quot;) in Ready or Not chambered in .300 Blackout. It is a select-fire weapon.&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an SBR-300]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Elite Compact==&lt;br /&gt;
The [[FN_FAL#DSA_SA58_Para_Elite_Compact|DSA SA58 Para Elite Compact]] assault rifle appears in Ready or Not chambered in 7,62x51mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:SA58ParaElite.jpg|thumb|none|450px|DSA SA58 Para Elite Compact – 7.62x51mm]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 Para Elite Compact]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416#Heckler_.26_Koch_HK416|Heckler &amp;amp; Koch HK416]] assault rifle appears in Ready or Not chambered in 5.56x45mm NATO. It is a select-fire weapon.&lt;br /&gt;
[[File:Heckler_and_Koch_416.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 – 5.56x45mm]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding an HK416]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
The [[Armalite AR-18]] (or any of it's commercial copies from some other manufacturer) makes an appearance in Ready or Not chambered in 5.56x45mm NATO. It's a suspect-only weapon although&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 – 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is seen in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appeared in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|A SCAR-L from the First Person Point of View. It is equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and a laser.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px| First Person view of the M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px| A SWAT Officer holding an M14. ]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in Ready or Not game's concept art during development phase of the game. Its presence in current game is not confirmed. &lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] appears in Ready or Not under the name [[M40 Sniper Rifle | M40]] chambered in 7.62x51mm. It is only usable by remote controlled Police Sniper Units. &lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|600|none|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in Ready or Not take up the primary weapon slot as they are very large firearms. &lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] appears in Ready or Not chambered in 7.62x39. Interestingly enough, there is no bipod functionality in game, which would make firing the gun very hard due to its large round size and weight. &lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:ReadyorNot RPD.jpg|thumb|none|600px|RPD Machine Gun held by the Suspect to the left - 7.62x54mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in Ready or Not take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be underhand thrown or overhand thrown. &lt;br /&gt;
==M7A3 Riot CS==&lt;br /&gt;
The CS Grenade releases a CS gas compound that incapacitates targets who inhale the substance by asphyxiation. &lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|A M84 Flash Bang Grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The Stingball Grenade is a less-lethal grenade that explodes, ejecting hundreds of rubber balls in every direction. If detonated too close to a person, it may injure or kill them. &lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in Ready or Not.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in Ready or Not firing a 40mm grenade that can include smoke, rubber, and various non-lethal ammunition. There is no high-explosive rounds available in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Tippman Marker Pepperball Gun==&lt;br /&gt;
The Pepperball gun is a less-lethal paintball gun that fires balls of OC pepper that are used to incapacitate targets by irritating their skin, eyes, and lungs.&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|600px|A SWAT Officer holding a Tippman Pepperball gun.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M26 taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in Ready or Not as a less-lethal sidearm. It has two probes that must make contact with the target to deliver the electrical shock as intended. It is a less-lethal sidearm that takes up the secondary firearm slot.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|400px|The Advanced Taser M26, loaded with a 25' range &amp;quot;Extra Penetration&amp;quot; cartridge (indicated by the green blast doors, and normally used to pierce thicker clothing such as that worn in colder environments). The integral laser sight is just below the muzzle, with the emitter in line with the lower edge of the trigger guard.]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional Art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1474183</id>
		<title>Talk:Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1474183"/>
		<updated>2022-01-02T22:15:40Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attachments=&lt;br /&gt;
==EOTech EXPS3==&lt;br /&gt;
The EOTech EXPS3 is featured with a fictionalized &amp;quot;LEOTEC&amp;quot; brand.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==We are coordinating the editing of this page in the Ready or Not Discord==&lt;br /&gt;
&lt;br /&gt;
https://discord.gg/readyornot&lt;br /&gt;
&lt;br /&gt;
[[User:Childworker|Childworker]] ([[User talk:Childworker|talk]]) 20:59, 27 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gameplay trailer ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JcA7Nwa1L9I&amp;amp;feature=youtu.be &lt;br /&gt;
--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:25, 7 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Assault rifle section rework ==&lt;br /&gt;
&lt;br /&gt;
Made an overhaul to assault rifle section to represent what's in-game at this point of time. &amp;lt;br&amp;gt;&lt;br /&gt;
Also have to note that G36C, FN SCAR-L, M14 and full-sized FN FAL are either suspect-only weapons at this point (this need confirmation) or scrapped from the game entirely.--[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 16:59, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== AR-15 style rifles identification ==&lt;br /&gt;
&lt;br /&gt;
Also, need some help indentifying the AR-15 variants appearing in game&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|An &amp;quot;SR-16&amp;quot; - 5,56x45mm NATO]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|An &amp;quot;SBR-300&amp;quot; - .300 Blackout]]&lt;br /&gt;
anybody have any ideas on these? --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 17:02, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
The first one is a Knight Armanent Company SR-16 with their URX 3.1 railed handguard, KAC folding front and rear sights and a Magpul MOE grip and CTR stock. Effectively just a standard SR-16 with a few added parts on the back. The SBR-300 is a mix-master of a gun, although it seems to mostly be made to look like the Wilson Combat SBR Tactical, given the .300 Blackout chambering. The lower matches, same with the upper receiver and handguard. I think it's even got the same sort of weird texture WC puts on their handguards, and the stock is the same. Only non-WC parts on it is the Radian charging handle and the same KAC folding sights as the SR-16. --[[User:PaperCake|PaperCake]] 17:15, 2 January 2022 (EST)&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1465053</id>
		<title>Beyond The Wire</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1465053"/>
		<updated>2021-12-05T16:42:37Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: need to get photos of the MP-18 but I'll upload 'em later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Beyond The Wire&lt;br /&gt;
|picture=BeyondtheWireCover.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=2021&lt;br /&gt;
|developer=Redstone Interactive&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Beyond The Wire''''' is an upcoming tactical team-based first-person shooter video game set in the First World War, developed by Redstone Interactive and published by Offworld Interactive, the creators of ''[[Squad]]'' and ''[[Post Scriptum]]''.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Released with the Alpha, the Colt [[M1911]] is available for the American Expeditionary Forces' Assault Class, alongside the Harlem Hellfighters and the Canadian Expeditionary Forces (CEF).&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:BTWM1911Draw.jpg|thumb|none|600px|How to make every 1911 fan angry in one draw animation.]]&lt;br /&gt;
[[File:BTWM1911.jpg|thumb|none|600px|Yes, the hammer remains uncocked. And yes it bothers me as much as it bothers you.]]&lt;br /&gt;
[[File:BTWM1911Irons.jpg|thumb|none|600px|The irons of the M1911, quite a bit big for a version of the gun infamous for tiny sights.]]&lt;br /&gt;
[[File:BTWM1911LockedBack.jpg|thumb|none|600px|And after surviving the uncocked hammer for 7-8 rounds, the gun locks back to reveal the fact it CAN be cocked.]]&lt;br /&gt;
[[File:BTWM1911Reload1.jpg|thumb|none|600px|Don't think about it, don't think about it.]]&lt;br /&gt;
[[File:BTWM1911Reload2.jpg|thumb|none|600px|Just reload the thing and move on.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in-game as the &amp;quot;Pistole P08&amp;quot;, used by the German officer class as well as the German Assault Class.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BTWLugerDraw.jpg|thumb|none|600px|Drawing the Luger with a quick flick of the safety.]]&lt;br /&gt;
[[File:BTWLuger.jpg|thumb|none|600px|And revealing...A Luger. Very riveting stuff I know.]]&lt;br /&gt;
[[File:BTWLugerIrons.jpg|thumb|none|600px|Aiming it reveals Luger iron sights! Whimsy!]]&lt;br /&gt;
[[File:BTWLugerLockedOpen.jpg|thumb|none|600px|It does fully lock back on empty though, a nice touch.]]&lt;br /&gt;
[[File:BTWLugerReload1.jpg|thumb|none|600px|Even nicer is if you look closely here, you can see the barrel and front lockwork pushed back as part of the Luger's action. Very rare to see rendered.]]&lt;br /&gt;
[[File:BTWLugerReload2.jpg|thumb|none|600px|Also yeah, Luger reload, you know the drill here.]]&lt;br /&gt;
&lt;br /&gt;
===Artillery Model===&lt;br /&gt;
The [[Luger P08 Artillery Model]] is also available, dubbed the &amp;quot;Luger Lange Pistole P08&amp;quot; which appears in two basic forms in-game. The more commonly seen version with a 32 round Trommelmagazin is used as an alternative weapon for the German Assault Class. And in a rarity for a video game, the Artillery Luger with normal 8 round mags is used by ''actual'' artillery troops. Yes, the Artillery Crewmen classes get access to it.&lt;br /&gt;
[[Image:Luger-P08ArtilleryWDrum.jpg|thumb|none|300px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare Trommelmagazin 08 snail drum magazine compatible with the Bergmann [[MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BTWLP08.jpg|thumb|none|600px|The Artillery Luger, which shares the same basic draw animation of its smaller brother.]]&lt;br /&gt;
[[File:BTWLP08Irons.jpg|thumb|none|600px|Irons, big and chunky mixing carbine with classic Luger.]]&lt;br /&gt;
[[File:BTWLP08Plink.jpg|thumb|none|600px|Which allows you to have a bit more fun than the normal Luger.]]&lt;br /&gt;
[[File:BTWLP08LockedOpen.jpg|thumb|none|600px|Too much fun.]]&lt;br /&gt;
[[File:BTWLP08Reload1.jpg|thumb|none|600px|Gotta solve that fun with a mag swap.]]&lt;br /&gt;
[[File:BTWLP08BigMag.jpg|thumb|none|600px|And here's another, entirely unrelated LP08. And how is it unrelated?]]&lt;br /&gt;
[[File:BTWLP08ReloadBigMag1.jpg|thumb|none|600px|Oh?]]&lt;br /&gt;
[[File:BTWLP08BigMagReload2.jpg|thumb|none|600px|OH!]]&lt;br /&gt;
[[File:BTWLP08BigMagReload3.jpg|thumb|none|600px|BIG!]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] appears in-game as the main semi-automatic sidearm of the French Republic, called the &amp;quot;Ruby 1915&amp;quot; in-game. It's also used by the Harlem Hellfighters.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[File:BTWRubyDraw.jpg|thumb|none|600px|Disengaging the Ruby's frame mounted safety on the draw.]]&lt;br /&gt;
[[File:BTWRuby.jpg|thumb|none|600px|And the Ruby in its entirety. For a war with such distinct shapes, the Ruby looks downright svelte in comparison.]]&lt;br /&gt;
[[File:BTWRubyIrons.jpg|thumb|none|600px|The distinct triangle iron sights help it stand out a bit.]]&lt;br /&gt;
[[File:BTWRubyReload1.jpg|thumb|none|600px|After 9 rounds on .32 ACP, the reload starts by swapping the mag.]]&lt;br /&gt;
[[File:BTWRubyReload2.jpg|thumb|none|600px|Loading in the fresh mag, keeping in mind the Ruby's lack of a mag hold open...]]&lt;br /&gt;
[[File:BTWRubyReload3.jpg|thumb|none|600px|By racking the slide, showing the fluted barrel of the Ruby.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt M1917==&lt;br /&gt;
The American officer class and the Harlem Hellfighter's Assault Class has access to the [[M1917 Revolver]], the Canadian's also have access to this revolver as the &amp;quot;Colt New Service&amp;quot; although it shares the same model and in the case of the New Service incorrect moon clips. &lt;br /&gt;
[[File:ColtModel1917ArmyEx.jpg|thumb|none|300px|Colt M1917 Revolver (Military issue with lanyard ring) - .45 ACP.]]&lt;br /&gt;
[[File:BeyondTheWire-M1917Revolver.jpg|thumb|none|600px|A group of AEF troops in the intro of a trailer prepare an attack, the one in the foreground armed with...]]&lt;br /&gt;
[[File:BTWM1917Draw.jpg|thumb|none|600px|A M1917! Here the revolver's being drawn. Beyond The Wire's revolvers operate in a quasi SA/DA manner. Upon the draw, the characters will cock the hammer.]]&lt;br /&gt;
[[File:BTWM1917.jpg|thumb|none|600px|Why? Looks cool I guess. Anyway, here's the M1917.]]&lt;br /&gt;
[[File:BTWM1917Irons.jpg|thumb|none|600px|And here's its iron sights, which is shared with most Colt revolvers for the next 50 years. That's heritage!]]&lt;br /&gt;
[[File:BTWM1917Reload1.jpg|thumb|none|600px|After the first shots, the gun will be run in DA for the remainder. Including here for the reload where the &amp;quot;empties&amp;quot; are extracted.]]&lt;br /&gt;
[[File:BTWM1917Reload2.jpg|thumb|none|600px|And fresh half-moon clips are added. Just pretend you didn't see those clips with loaded rounds, ok?]]&lt;br /&gt;
&lt;br /&gt;
==MAS Mle. 1892==&lt;br /&gt;
The other sidearm for the French is the [[Mle 1892 Revolver]] and is named &amp;quot;Modéle 1892 Revolver&amp;quot;, primarily issued to officers.&lt;br /&gt;
[[Image:Mle 1892.jpg|thumb|none|300px|Modele d’Ordonnance Mle 1892 Revolver - 8x27mm SR]]&lt;br /&gt;
[[File:BTWMle1892.jpg|thumb|none|600px|Drawing the Mle 1892, like all of the other revolvers means cocking the hammer. For drama.]]&lt;br /&gt;
[[File:BTWMle1892Standard.jpg|thumb|none|600px|The Mle 1892, in its weirdly angled French glory.]]&lt;br /&gt;
[[File:BTWMle1892Irons.jpg|thumb|none|600px|Which extends to the sights even, including the distinctive globe front sight.]]&lt;br /&gt;
[[File:BTWMle1892BANG.jpg|thumb|none|600px|It has its uses. Note the hammer remains uncocked. Once the first shot is fired, every in-game revolver is run in DA for the remaining shots.]]&lt;br /&gt;
[[File:BTWMle1892Reload1.jpg|thumb|none|600px|After 5 more rounds of 8mm French Ordnance, the reload starts by flicking the cylinder out to the left and knocking out the empties...]]&lt;br /&gt;
[[File:BTWMle1892Reload2.jpg|thumb|none|600px|Before popping in new rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Mk. II==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Mk II Hand Ejector]] appears as a sidearm for the Canadian Expeditionary Forces (CEF) as one of their sidearm choices, primarily issued to classes like the Medic.&lt;br /&gt;
[[Image:S&amp;amp;W.455Eley.jpg|thumb|none|300px|Smith &amp;amp; Wesson Mk. II Hand Ejector - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley Mk VI]] is the duty sidearm for the British faction, used by the Officer and Assault classes.&lt;br /&gt;
[[Image:Webley Mk VI.jpg|thumb|none|300px|Webley Mk. VI - .455 Webley]]&lt;br /&gt;
[[File:BTWWebleyDraw.jpg|thumb|none|600px|Off to mighty Flanders, came an English revolver one day...]]&lt;br /&gt;
[[File:BTWWebley.jpg|thumb|none|600px|Singing songs of Piccadi-. Alright I'll stop.]]&lt;br /&gt;
[[File:BTWWebleyIrons.jpg|thumb|none|600px|The iron sights of the Webley Mk. VI, large, chunky and prominent.]]&lt;br /&gt;
[[File:BTWWebleyReload1.jpg|thumb|none|600px|Plus a reload. Open the gun up and let the empties go flying out...]]&lt;br /&gt;
[[File:BTWWebleyReload2.jpg|thumb|none|600px|Stuff a Pritchard speed loader into its gaping maw.]]&lt;br /&gt;
[[File:BTWWebleyReload3.jpg|thumb|none|600px|And closing the entire thing shut with a quick snap.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] has been added to the game as a weapon for the late-war German faction's Assault class. &lt;br /&gt;
[[File:MP18.JPG|thumb|none|400px|Bergmann MP18 with 32 round Drum - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle. 1907/15==&lt;br /&gt;
The [[Berthier Mle 1907-15]] was added to the game as an alternative rifle for the French Empire and the Harlem Hellfighters.&lt;br /&gt;
[[Image:Fusil Mle 1907-15.jpg|thumb|none|450px|Fusil Berthier Modèle 1907/15 - 8x50mm R]]&lt;br /&gt;
&lt;br /&gt;
==Enfield M1917==&lt;br /&gt;
The [[M1917 Enfield]] appears as the standard-issue rifle to the American Expeditionary Forces.&lt;br /&gt;
[[Image:M1917enfield.jpg|thumb|none|450px|M1917 Enfield - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Enfield1.jpg|thumb|none|600px|A Steam Store screenshot of a US Doughboy advancing on a nightmap, his M1917 illuminated by a red flare.]]&lt;br /&gt;
[[File:BTWM1917RifleDraw.jpg|thumb|none|600px|At the range, we have a normal non-red M1917.]]&lt;br /&gt;
[[File:BTWM1917RifleIrons.jpg|thumb|none|600px|With its distinctive large sights, sighting up targets is a breeze.]]&lt;br /&gt;
[[File:BTWM1917RifleReload1.jpg|thumb|none|600px|And its got an atypical reload; when empty, the Doughboy will strip five rounds in and add a sixth loose round, just like ''Battlefield 1''.]]&lt;br /&gt;
[[File:BTWM1917RifleReload2.jpg|thumb|none|600px|Shoving the bolt home. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield P14==&lt;br /&gt;
The [[Pattern 1914 Enfield]] is the scoped rifle for the British sniper class.&lt;br /&gt;
[[File:Pattern1914scoped.jpg|thumb|none|450px|M1914 Enfield with telescopic scope - .303 UK]]&lt;br /&gt;
[[File:BTWPattern14.jpg|thumb|none|600px|And now we get its bespoke British cousin, the Pattern 1914.]]&lt;br /&gt;
[[File:BTWPattern14Idle.jpg|thumb|none|600px|More specifically, the Pattern 1914 Mk I W (T) sniper variant. Fancy innit?]]&lt;br /&gt;
[[File:BTWPattern14Scope.jpg|thumb|none|600px|Looking down the scope view, we get a thin wire crosshair. Beyond The Wire gives all of its scoped rifles the same reticle, assuming to balance them out and this is one of those. The original Aldis scope for the (T) Pattern 14's was a heavy verticle post with a thin horizontal post that would become a trademark of British military sniper rifles for decades to come.]]&lt;br /&gt;
[[File:BTWPattern14Reload1.jpg|thumb|none|600px|Not letting incorrect sighting systems stop him, we whip the bolt of this rifle open...]]&lt;br /&gt;
[[File:BTWPattern14Reload2.jpg|thumb|none|600px|And stuff it full of .303 British ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk. III==&lt;br /&gt;
The standard infantry rifle for the BEF is the [[Lee-Enfield No.1 Mk.III]]. The in-game name incorrectly refers to it as a &amp;quot;*&amp;quot; model, despite the model portraying the earlier pattern.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|450px|Lee-Enfield No.1 Mk. III - .303 British.]]&lt;br /&gt;
[[File:BTWSMLEDraw.jpg|thumb|none|600px|Overlooking a bluff is the classic rifle of the British in WWI, the SMLE - note the cocking piece of the earlier model.]]&lt;br /&gt;
[[File:BTWSMLEIrons.jpg|thumb|none|600px|And its quintessential low, squat and functional iron sights.]]&lt;br /&gt;
[[File:BTWSMLEBolting.jpg|thumb|none|600px|In comparison to other games which like to pair Lee-Enfields with the famous &amp;quot;Mad Minute&amp;quot; bolt technique, Beyond The Wire doesn't. This is somewhat accurate to the war, as the elaborate musket training of the initial BEF was dropped from circulation as the war went on. It wouldn't be until after WWI that the concept of Mad Minute would come back into British cirriculum for training.]]&lt;br /&gt;
[[File:BTWSMLEReload1.jpg|thumb|none|600px|Still, doesn't stop the rifle from being functional. And now to reload it by cracking it open...]]&lt;br /&gt;
[[File:BTWSMLEReload2.jpg|thumb|none|600px|Stuffing in 2 5-round stripper clips...]]&lt;br /&gt;
[[File:BTWSMLEReload3.jpg|thumb|none|600px|And shutting the bolt with a nice chunky thunk.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
The [[Lebel 1886]], in-game name &amp;quot;Fusil Mle 1886/M93 ''Lebel''&amp;quot;, is the main rifle of the French Republic and as a placeholder for the Harlem Hellfighters until a Berthier Model 1907-15 is added. A scoped model fitting the APX Mle 1917 scope is also available to the French Empire's marksman class.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50Rmm]]&lt;br /&gt;
[[File:BeyondTheWire-Lebel1.jpg|thumb|none|600px|An Alpha screenshot of a cramped trench filled with French soldiers, featuring...]]&lt;br /&gt;
[[File:BTWLebel.jpg|thumb|none|600px|A Lebel! Lebel Modele 1886/M93 if you want to be correct. But a Lebel nonetheless.]]&lt;br /&gt;
[[File:BTWLebelIrons.jpg|thumb|none|600px|Featuring fun inclusions like relatively squared off iron sights! For a gun predating sliced bread, that's very nice.]]&lt;br /&gt;
[[File:BTWLebelReload.jpg|thumb|none|600px|And what is a video game Lebel without an elaborate reload animation?]]&lt;br /&gt;
[[File:BTWLebelReload2.jpg|thumb|none|600px|Open breech, stuff tube with 8 rounds of 8x50 Lebel ammo...]]&lt;br /&gt;
[[File:BTWLebelReload3.jpg|thumb|none|600px|And close it shut!]]&lt;br /&gt;
[[Image:Apx1917 1.jpg|thumb|none|400px|Scoped Lebel M1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWLebelAPX.jpg|thumb|none|600px|And if that wasn't enough, there's the fun scoped version!]]&lt;br /&gt;
[[File:BTWLebelAPXIrons.jpg|thumb|none|600px|Which ditches the classic chevron reticle of the legitimate APX scopes for the standard wire crosshair. Sad!]]&lt;br /&gt;
[[File:BTWLebelAPXReload.jpg|thumb|none|600px|And you know what happens from here.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] will be the standard rifle for the German faction and it is seen named &amp;quot;Gewehr 1898&amp;quot; in the Alpha. A scoped version will be also available with the ''Glasvisier'' 16, like in ''[[Screaming Steel: 1914-1918]]''. The Seitengewehr 98/05 bayonet appears both as an option mounted to the rifle, and as the &amp;quot;Bayonet&amp;quot; melee weapon given out to a variety of classes.&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98-1.jpg|thumb|none|600px|A line of German soldiers with their issued G1898 rifles.]]&lt;br /&gt;
[[File:BTWG1898.jpg|thumb|none|600px|Speaking of which. Note the bright metal receiver and bolt assembly, accurate for WWI-era Gewehr 1898's.]]&lt;br /&gt;
[[File:BTWG1898Irons.jpg|thumb|none|600px|The iconic, cramped sights of the original Gewehr 1898.]]&lt;br /&gt;
[[File:BTWG1898IronsCycling.jpg|thumb|none|600px|Doesn't stop you from shooting stuff, though.]]&lt;br /&gt;
[[File:BTWG1898Decocked.jpg|thumb|none|600px|After 5 rounds of 8mm Mauser, you're greeted by this image of a decocked Gewehr 1898. Nice touch.]]&lt;br /&gt;
[[File:BTWG1898Reload1.jpg|thumb|none|600px|And before long, opening up the action for...]]&lt;br /&gt;
[[File:BTWG1898Reload2.jpg|thumb|none|600px|5 rounds of 8mm Mauser are stuffed into the action.]]&lt;br /&gt;
[[File:Gewehr1898Glasvisier16.jpg|thumb|none|450px|A Mauser Gewehr 1898 fitted with a Zeiss Glasvisier 16 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98Scoped1.jpg|thumb|none|600px|A German sniper armed with his 1898 fitted with the Glasvisier scope in an Alpha trailer.]]&lt;br /&gt;
[[File:BTWG1898Glasvisier.jpg|thumb|none|600px|And here's the money shot. The rarely seen Glasvisier 16 scope.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierScope.jpg|thumb|none|600px|And a look down the scope view. This view with a thin wirey crosshair is incorrect to the Glasvisier. The scope in real life is a 2.5x bifocal lens that would focus on the small triangle cover placed on the iron sight, which is rendered on the in-game model as you can see. That would be the point of aim for soldiers to use in the field. Naturally, the system was found to be quite clunky and dropped in favor of far more normal 4x and 6x traditional scopes. In-game, this system is ditched for a simple, albeit inaccurate crosshair.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload1.jpg|thumb|none|600px|Disappointment immeasurable, day ruined, the reload continues as it did normally. Insert clip.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload2.jpg|thumb|none|600px|Go knuckle deep to insert all of the rounds, don't laugh.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload3.jpg|thumb|none|600px|Before very DRAMATICALLY throwing the bolt closed.]]&lt;br /&gt;
[[Image:SG98-05bayonet.jpg|thumb|none|400px|Seitengewehr 98/05 bayonet, nicknamed &amp;quot;Butcher's Blade&amp;quot; by Allied soldiers.]]&lt;br /&gt;
[[File:BTWG1898Bayonet.jpg|thumb|none|600px|Mounting the bayonet reveals that while it is a 98/05, it's a &amp;quot;ground&amp;quot; model. Following rumors of Allied soldiers executing Germans caught with &amp;quot;Butcher blades&amp;quot;, thousands of German soldiers began to grind off the saw back parts of their bayonets to prevent their execution if they were captured. No reports have ever been substantiated in this happening, but it's a neat touch to see rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Karabiner 98AZ==  &lt;br /&gt;
The [[Mauser 98AZ Artillery Carbine]] has been added as an alternative main arm for the German faction, alongside the designated arm for the fittingly Artillery troops.&lt;br /&gt;
[[Image:Mauser_98AZ_Artillery_Carbine.jpg|thumb|none|450px|Mauser Karabiner 98AZ - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle. 1917==&lt;br /&gt;
A [[R.S.C. Mle 1917]] was added in the 0.9 Update as the alternative weapon for the French Empire's Assault Class.&lt;br /&gt;
[[Image:R.S.C._Model_1917.jpg‎|thumb|none|450px|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BTWMle1917draw.jpg|thumb|none|600px|Equipping the R.S.C by flicking off the safety.]]&lt;br /&gt;
[[File:BTWMlt1917.jpg|thumb|none|600px|The R.S.C in all its chunky glory.]]&lt;br /&gt;
[[File:BTWMle1917Irons.jpg|thumb|none|600px|And its chunky and tiny sights.]]&lt;br /&gt;
[[File:BTWMle1917Reload1.jpg|thumb|none|600px|Reloading the R.S.C first by opening up the magazine and removing the empty clip.]]&lt;br /&gt;
[[File:BTWMle1917Reload2.jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BTWMle1917Reload3.jpg|thumb|none|600px|And racking the charging handle with a good ol' tug.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk. III==&lt;br /&gt;
The [[Ross_M1910#Ross_Mk_III|Ross Mk. III]] has been added as the mainline rifle of the Canadian faction. Fittingly, it is also the sniper rifle of choice for the Canadians, equipped with an American Warner &amp;amp; Swasey scope. &lt;br /&gt;
[[Image:RossMk IIIM1910.jpg|thumb|none|400px|Ross Mk III Model 1910 - .303 British.]]&lt;br /&gt;
[[File:Ross mk-iii sniper.jpg|thumb|none|400px|Ross Mk III Model 1910 sniper rifle with Warner &amp;amp; Swasey M1913 Prismatic Musket Sight - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==Springfield 1903==&lt;br /&gt;
While the [[M1917 Enfield]] is accurately portrayed as the main armament of the AEF, the [[Springfield M1903]] still makes an appearance in-game as the rifle of choice for the AEF's marksman with a Warner and Swasey M1913 musket sight.&lt;br /&gt;
[[File:Springfield1903ScopedWarnerAndSwasey.jpg|thumb|none|450px|A Springfield M1903 fitted with a WWI vintage Warner and Swasey M1913 musket sight - .30-06 Springfield]]&lt;br /&gt;
[[File:BTWM1903Draw.jpg|thumb|none|600px|Outproduced by the M1917 but not out entirely, a Doughboy flicks the safety off of his M1903 Springfield rifle.]]&lt;br /&gt;
[[File:BTWM1903.jpg|thumb|none|600px|And there it is, the M1903 with the full Warner and Swasey scope in all of its chunky glory. Looks like a Brownie camera got screwed onto the side of it.]]&lt;br /&gt;
[[File:BTWM1903Irons.jpg|thumb|none|600px|And the scope view. Like the other scoped rifles, it uses a default wire crosshair. In this case, this is the most accurate of the 4 scoped rifles in-game. The Warner and Swasey scope was just a simple wire crosshair. The only thing missing is a few range finder marks on the bottom left view of the scope.]]&lt;br /&gt;
[[File:BTWM1903Irons2.jpg|thumb|none|600px|Plus given this scope misses the W&amp;amp;S's eye cup (commonly lost in the field), you can watch the scope view bob around as you cycle the rifle.]]&lt;br /&gt;
[[File:BTWM1903Reload1.jpg|thumb|none|600px|You should know the drill from here. Clip in gun.]]&lt;br /&gt;
[[File:BTWM1903Reload2.jpg|thumb|none|600px|Bolt forward, ejecting the empty clip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears in-game under its own name, as the specialty alternative weapon for the AEF Assault class.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:BeyondTheWire-TrenchGun1.jpg|thumb|none|600px|A Steam Store screecap of an Assault class soldier making his way through a dark trench with nothing but a shotgun as protection.]]&lt;br /&gt;
[[File:BTWM1897.jpg|thumb|none|600px|Speaking of which, the Trench Gun! Start posting your Trench Gun memes now!]]&lt;br /&gt;
[[File:BTWM1897Irons.jpg|thumb|none|600px|The simple irons of the Trench Gun, useful for close to mid-ish ranges. I wouldn't push it past 50 yards but you'd be surprised with how far 00 buckshot can hit.]]&lt;br /&gt;
[[File:BTWM1897Reload1.jpg|thumb|none|600px|After showing these dastardly sandbags what for, the reload starts by popping a shell into the open breech, closing it and..]]&lt;br /&gt;
[[File:BTWM1897Reload2.jpg|thumb|none|600px|Stuffing an extra 5 into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==BAR M1918==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR M1918]] appears as the new LMG of choice for the American faction, used by the LMG team for the AEF as well as the Assault class of the Harlem Hellfighters.&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|none|400px|M1918 Browning Automatic Rifle- .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The &amp;quot;Fusil Mitrailleur Mle 1915 CSRG ''[[Chauchat]]''&amp;quot; is used by the French Republic's light machinegun team.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|none|400px|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWChauchat.jpg|thumb|none|600px|High on a bluff, a proud machinegunner stands with his boutique tube.]]&lt;br /&gt;
[[File:BTWChauchatSwing.jpg|thumb|none|600px|And the tube's forever swinging bipod. Accurate to the real world weapon, and mildly hilarious to watch.]]&lt;br /&gt;
[[File:BTWChauchatIrons.jpg|thumb|none|600px|The irons of the Chauchat, a deep V notch offset to the left of the gun.]]&lt;br /&gt;
[[File:BTWChauchatReload1.jpg|thumb|none|600px|And the reload, which while interesting can be seen better in...]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat M1918==&lt;br /&gt;
The American [[Chauchat|.30-06 American Conversion]] variant of the Chauchat was initially added for the AEF, now replaced by the BAR. It's currently the LMG of choice for the Harlem Hellfighters.&lt;br /&gt;
[[File:Chauchatm1918.jpg|thumb|none|400px|Chauchat M1918 - .30-06]]&lt;br /&gt;
[[File:BTWM1918.jpg|thumb|none|600px|Its weird American sequel! You don't get a BAR, but you get this.]]&lt;br /&gt;
[[File:BTWM1918Irons.jpg|thumb|none|600px|The sights are similar, albeit the modified sights of the American versions of the Chauchat with a deeper cut notch due to accuracy issues with the initial models.]]&lt;br /&gt;
[[File:BTWM1918Reload1.jpg|thumb|none|600px|Here you can see the full reload of the Chauchat. First, the bolt is racked back.]]&lt;br /&gt;
[[File:BTWM1918Reload2.jpg|thumb|none|600px|The empty mag is removed...]]&lt;br /&gt;
[[file:BTWM1918Reload3.jpg|thumb|none|600px|And the new mag inserted. The only difference between the Mle. 1915 and the M1918 is the American mag swap is done exclusively with the right hand, and before inserting the fresh mag he taps it on the receiver. For good measure.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1895==&lt;br /&gt;
The [[Colt 1895 Automatic Machine Gun]] appears in-game as the HMG of choice for the Canadian military, accurately for the early CEF who used M1895/14 Colt's until 1915 when they were replaced by Vickers Guns.&lt;br /&gt;
[[File:Colt3.jpg|thumb|none|400px|Colt 1895 machine gun - .30-40 Krag]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle. 1914==&lt;br /&gt;
The [[Hotchkiss M1914]] appears as the French Empire and Harlem Hellfighter's HMG of choice.&lt;br /&gt;
[[File:M1914Hotchkiss.jpg|thumb|none|400px|Hotchkiss M1914 with tripod - 8x50mmR Lebel / 7.92x57mm Mauser / 11mm Gras]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the standard-issue LMG of the BEF, and also appears in the various destroyed Mark IV tanks that decorate certain maps. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BTWLewisDraw.jpg|thumb|none|600px|Starting off with a flick of the safety...]]&lt;br /&gt;
[[File:BTWLewis.jpg|thumb|none|600px|We get ourselves a Lewis Gun, after a long wait.]]&lt;br /&gt;
[[File:BTWLewisIrons.jpg|thumb|none|600px|Looking through the slightly cluttered but very adjustable flip up sight of the Lewis.]]&lt;br /&gt;
[[File:BTWLewisReload1.jpg|thumb|none|600px|After expending the 47 round pan mag, we need to reload. First removing the old drum...]]&lt;br /&gt;
[[File:BTWLewisReload2.jpg|thumb|none|600px|Exposing the open receiver, and the details like the cooling fins inside the barrel jacket...]]&lt;br /&gt;
[[File:BTWLewisReload3.jpg|thumb|none|600px|Before slapping down a new pan magazine, running the bolt and going back to work.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
Fokker Dr. I triplanes appear in-game as map decorations, fitted with a pair of [[MG08/15|LMG 08/15]] machine guns.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The light machine guns for the Germans is the [[Madsen machine gun|Madsen M1902]] (correct German version, adopted as Model 1915), used by the German Empire's LMG team. &lt;br /&gt;
[[Image:Madsen Model 1907.jpg|thumb|none|400px|Madsen Model 1907 - 7x57mm Mauser. The German М1915 in 7.92x57mm looks similar.]]&lt;br /&gt;
[[File:BeyondTheWire-Madsen1.jpg|thumb|none|600px|A Madsen lighting up a nighttime map from a screenshot shared on the game's Steam Store page.]]&lt;br /&gt;
[[File:BTWMadsenDraw.jpg|thumb|none|600px|Back in daytime, our lowly gunner points his Madsen skyward so we can see the flicking of the safety. Long and lateral.]]&lt;br /&gt;
[[File:BTWMadsen.jpg|thumb|none|600px|Can't be surprised the controls are weird, given the Madsen's 20+ year long history. Still here it is. Look at how shiny it is.]]&lt;br /&gt;
[[File:BTWMadsenIrons.jpg|thumb|none|600px|The iron sights are big, chunky and vibrate upon firing.]]&lt;br /&gt;
[[File:BTWMadsenReload1.jpg|thumb|none|600px|Plus after 30 rounds of full auto you need to reload. So you swap mags like...]]&lt;br /&gt;
[[File:BTWMadsenReload2.jpg|thumb|none|600px|This and tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08==&lt;br /&gt;
The [[Maxim MG08]] fitted with the ''Patronenkasten'' 16 belt drum and ''Panzermantel'' (armored jacket) with a barrel shield is the stationary HMG for the German Empire.&lt;br /&gt;
[[Image: MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:BeyondTheWire-MaximMG1.jpg|thumb|none|600px|A Steam Page screenshot showing an MG08 firing from a trench position.]]&lt;br /&gt;
[[File:BTWMG08Start.jpg|thumb|none|600px|And all it takes to get that kind of chaos is a tug on the charging handle.]]&lt;br /&gt;
[[File:BTWMG08.jpg|thumb|none|600px|Behold the beast of No Man's Land. Clad in rarely seen &amp;quot;Panzermantel&amp;quot; armor. Here for one thing.]]&lt;br /&gt;
[[File:BTWMG08Irons.jpg|thumb|none|600px|Killing enemies. A view down the sights, normally open if it wasn't for the small slot in the Panzermantel limiting your field of view.]]&lt;br /&gt;
[[File:BTWMG08Reload1.jpg|thumb|none|600px|Doesn't stop it from doing its job though, reloading starts with swapping the drums...]]&lt;br /&gt;
[[File:BTWMG08Reload2.jpg|thumb|none|600px|Before feeding in the belt and giving the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
The [[Vickers]] Mk. I appears in-game as the dedicated HMG for both the British and AEF, the latter representing the rarely seen Colt-Vickers M1915 machine gun.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Vickers1.jpg|thumb|none|600px|A Doughboy in a trailer fires a Vickers gun.]]&lt;br /&gt;
[[File:BTWVickersStart.jpg|thumb|none|600px|Getting the beast going with a charge of the charging handle. Charging it properly. Have I said charge enough yet?]]&lt;br /&gt;
[[File:BTWVickers.jpg|thumb|none|600px|Yeah I think I have.]]&lt;br /&gt;
[[File:BTWVickersIrons.jpg|thumb|none|600px|In comparison to the simpler sights of the WWII era Vickers, the game gives you the incredibly elaborate WWI era flip up sight. Sadly you can't flick through all of the aperture settings. Yet.]]&lt;br /&gt;
[[File:BTWVickersFiring.jpg|thumb|none|600px|Don't let that stop you from using the Vickers for what it was for! Suppressing fire!]]&lt;br /&gt;
[[File:BTWVickersReload1.jpg|thumb|none|600px|After firing many suppressions, the reload starts in Squad like fashion with a dramatic change of ammo cans.]]&lt;br /&gt;
[[File:BTWVickersReload2.jpg|thumb|none|600px|Feeding the beast with more .303...]]&lt;br /&gt;
[[File:BTWVickersReload3.jpg|thumb|none|600px|Before charging it and getting it ready to roll again.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Schießbecher 17==&lt;br /&gt;
The ''Karabingranate'' 1917 rifle grenades are fired from the Mauser ''Schießbecher für Gewehrgranate 17'', the German counterpart of the 1916 French Vivien-Bessière Tromblon (see below).&lt;br /&gt;
[[File:BeyondTheWire-Schießbecher1.jpg|thumb|none|600px|In another screenshot from the Steam Store, a German grenadier mounts his Karabingranate to his rifle...]]&lt;br /&gt;
[[File:BTWM1917Grenade.jpg|thumb|none|600px|As we do so now.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIdle.jpg|thumb|none|600px|The continuity wasn't intentional, but here we are. Cup on a stick.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIrons.jpg|thumb|none|600px|The &amp;quot;irons&amp;quot; of the Karabingranate. IE, your thumb.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload1.jpg|thumb|none|600px|And the reload, stuff a new grenade into the cup.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload2.jpg|thumb|none|600px|Before running the bolt. Note the LIVE bullet going into the chamber. While Post Scriptum and other games tend to show the loading of blanks into rifles running grenade launchers, Beyond The Wire doesn't. Suffice to say, don't do what you're seeing in front of you kids.]]&lt;br /&gt;
&lt;br /&gt;
==Vivien-Bessière Tromblon==&lt;br /&gt;
The Lebel rifles and the M1917's can be fitted with [[Viven-Bessières Rifle Grenade Launcher]]'s for their factions respective Grenadier class.]]&lt;br /&gt;
[[File:Lebel VB Memorial de Verdun.jpg|thumb|none|400px|[[Lebel Mle 1886]] rifle with Tromblon VB.]]&lt;br /&gt;
[[File:BTWVB.jpg|thumb|none|600px|First we affix the cup to the fancy stick.]]&lt;br /&gt;
[[File:BTWVBIrons.jpg|thumb|none|600px|Then we look out at what we want to blow up. The difference between &amp;quot;not aiming&amp;quot; and &amp;quot;aiming&amp;quot; boils down to not glaring at your soldier's thumb intensely.]]&lt;br /&gt;
[[file:BTWVBReload.jpg|thumb|none|600px|Before deleting something from existence and stuffing another grenade into the pipe.]]&lt;br /&gt;
[[File:BTWVBM1917.jpg|thumb|none|600px|And before you thought we were done, oh no we got another rifle to make into an explosive stick.]]&lt;br /&gt;
[[File:BTWVBM1917Idle.jpg|thumb|none|600px|The M1917 Enfield.]]&lt;br /&gt;
[[File:BTWVBM1917Irons.jpg|thumb|none|600px|Most of it functions the same as the French counterpart. Using the thumb to aim...]]&lt;br /&gt;
[[File:BTWVBM1917Reload1.jpg|thumb|none|600px|Stuffing a new grenade into the cup...]]&lt;br /&gt;
[[File:BTWVBM1917Reload2.jpg|thumb|none|600px|Making a terrible mistake by bolting a live round behind it. As you do.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==F1 Mle. 1916==&lt;br /&gt;
The [[F1 hand grenade]] appears in-game as the French Empire's grenade of choice.&lt;br /&gt;
[[Image:French F1 Mle 1916 Billant.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTwF1.jpg|thumb|none|600px|A Frenchman stares over No Man's Land with his spicy F1 lemon.]]&lt;br /&gt;
[[File:BTWF1Throw.jpg|thumb|none|600px|Lining up his arc for throwing...]]&lt;br /&gt;
[[File:BTWF1Yeet.jpg|thumb|none|600px|Watching him go...]]&lt;br /&gt;
[[File:BTWF1Kaboom.jpg|thumb|none|600px|And watching it go boom boom.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The classic [[Mills Bomb]] appears as the British Empire's grenade of choice.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|Mills Bomb]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 1 hand grenade==&lt;br /&gt;
The [[Mk 1 hand grenade]] is available for the AEF and Harlem Hellfighters as their grenade of choice.&lt;br /&gt;
[[Image:MkI-Frag.jpg|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTWMk1.jpg|thumb|none|600px|The rarely seen father to the classic Mk. 2 Pineapple grenade, the Mk. 1 in its chunky glory.]]&lt;br /&gt;
[[File:BTWMk1Throw.jpg|thumb|none|600px|Works about the same too, even if the soldier here is ignoring which side the pin is on. This is a running theme with a few of the other grenades in the game.]]&lt;br /&gt;
[[File:BTWMk1Yeet.jpg|thumb|none|600px|Still does the same job though.]]&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The [[Model 16 Stielhandgranate]], which appears as the &amp;quot;M1916 Stielhandgranate&amp;quot;, comes with an early warhead from a [[Model 15 Stielhandgranate|Model 15]] which was not uncommon during WWI. A ''Geballte Ladung'' will be also available.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|350px|Model 16 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Preparing to raid an enemy trench requires unscrewing the bottom cap on the Model 16 here.]]&lt;br /&gt;
[[File:BTWModel16-2.jpg|thumb|none|600px|Little time consuming but a nice touch. Plus now, primed potato masher!]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Just gotta pull this cord here and...]]&lt;br /&gt;
[[File:BTWModel16YEET.jpg|thumb|none|600px|Throwing it! Note the magical grenade spoon that spawns that the Model 16 doesn't have. Don't question it. Imperial German magic.]]&lt;br /&gt;
&lt;br /&gt;
==Handnebelbombe==&lt;br /&gt;
The Handnebelbombe smoke grenade appears in-game under its own name, used by the German Empire.&lt;br /&gt;
[[File:Handnebelbombe.jpg|thumb|none|250px|Handnebelbombe.]]&lt;br /&gt;
[[File:BTWNebelsbombe.jpg|thumb|none|600px|And here it is. The Nebelsbombe. A tiny little ball with a wire sticking out of it.]]&lt;br /&gt;
[[File:BTWNebelsbombeThrow.jpg|thumb|none|600px|Twist the wires and...]]&lt;br /&gt;
[[File:BTWNebelsbombeWHEEEE.jpg|thumb|none|600px|THROW IT AWAY!]]&lt;br /&gt;
&lt;br /&gt;
==No. 27 Grenade==&lt;br /&gt;
The [[No. 27 Smoke Grenade]] appears in-game as the in-general smoke grenade for the BEF, AEF, Harlem Hellfighters, and the French Empire.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|250px|No. 27 Smoke Grenade]]&lt;br /&gt;
[[File:BTWNo27.jpg|thumb|none|600px|A French soldier holding a tin of be-, I mean a British smoke grenade.]]&lt;br /&gt;
[[File:BTWNo27Throw.jpg|thumb|none|600px|Throwing the can of smoke...]]&lt;br /&gt;
[[File:BTWNo27Away.jpg|thumb|none|600px|Watching it fly away...]]&lt;br /&gt;
[[File:BTWNo27Smoke.jpg|thumb|none|600px|And watching it smoke up the wasteland. Fun fact, it is a WP smoke grenade and you can theoretically burn your enemies with it. Fun facts!]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] can be seen in the game's first trailer but is not currently released.	&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|400px|none|Browning Auto-5 - 12 gauge]]&lt;br /&gt;
[[File:BeyondTheWire-BrowningAuto1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 75mm mle. 1897==&lt;br /&gt;
[[File:Canon-75-mm-MLE-1897-No-15932.jpg|thumb|none|400px|Canon 75mm Mle 1897]]&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The [[7.7 cm Feldkanone 96 n. A.|Feldkanone 96]] appears as the German Empire's artillery piece of choice.&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:BTWFeldkanone.jpg|thumb|none|600px|A German soldier finds a gun. A very. Big. Gun.]]&lt;br /&gt;
[[File:BTWFeldkanoneDefault.jpg|thumb|none|600px|The &amp;quot;default&amp;quot; view of the Feldkanone, and most of the in-game direct fire artillery. Precision is a suggestion.]]&lt;br /&gt;
[[File:BTWFeldkanoneIron.jpg|thumb|none|600px|Taking the suggestion into account, taking a peek into the scope reveals a reticle with a thin cross hair flanked by a circle. Not accurate to the real gun, but shared between all of the other artillery pieces.]]&lt;br /&gt;
[[File:BTWFeldkanoneReload1.jpg|thumb|none|600px|Plus you came here for cool 1900's era artillery piece reload animations!]]&lt;br /&gt;
[[File:BTWFeldkanoneReload2.jpg|thumb|none|600px|I hope you did because they put a lot of work into these animations!]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:BeyondTheWire-SiegeHowitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 18 Pounder==&lt;br /&gt;
The Ordnance QF 18 Pounder appears as the standard artillery piece for the British Empire and the other Allied Powers.&lt;br /&gt;
[[Image:British 18 Pounder.jpg|thumb|none|400px|Ordnance QF 18-pounder Field Gun Mk II, Halifax, Nova Scotia]]&lt;br /&gt;
[[File:BTWQF13.jpg|thumb|none|600px|A Tommy gazes upon the regulation allowed Big Gun.]]&lt;br /&gt;
[[File:BTWQF13Stationary.jpg|thumb|none|600px|Getting behind the big gun reveals the same basic look as the earlier Feldkanone. They share the same scope view as well.]]&lt;br /&gt;
[[File:BTWQF13Reload1.jpg|thumb|none|600px|The big difference is the reload.]]&lt;br /&gt;
[[File:BTWQF13Reload2.jpg|thumb|none|600px|Nice detail innit.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:White_Soldier&amp;diff=1465044</id>
		<title>Talk:White Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:White_Soldier&amp;diff=1465044"/>
		<updated>2021-12-05T16:02:07Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Thompson=&lt;br /&gt;
I have a real doubt about the Thompson. The rear sights are 1928 model, but the barrels are M1 model. If someone have the good answer.&lt;br /&gt;
&lt;br /&gt;
As production ramped up for WWII, Auto-Ordnance did make a few batches of 1928's known as the M1928A1 with a lot of the simplifications that'd be folded into the M1 Thompson's. Including the smooth barrel. Since it's got the top mounted charging handle it's safe to assume it's a M1928A1. --[[User:PaperCake|PaperCake]] 11:01, December 5 2021 (EST)&lt;br /&gt;
[[Image:M1928A1.jpeg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine, smooth barrel, and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hunt:_Showdown&amp;diff=1451348</id>
		<title>Hunt: Showdown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hunt:_Showdown&amp;diff=1451348"/>
		<updated>2021-11-03T00:43:19Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''Hunt: Showdown''&lt;br /&gt;
|picture = Huntshowdown.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= &lt;br /&gt;
|date= 2018&lt;br /&gt;
|developer=Crytek&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 4&lt;br /&gt;
|publisher= Crytek&lt;br /&gt;
|genre=First-person shooter, Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Hunt: Showdown''''' is a multiplayer survival horror video game developed and published by Crytek. The game was originally created by Crytek USA, who wished to create a spiritual successor to ''Darksiders''—a video game series developed by their predecessor, Vigil Games—under the title ''Hunt: Horrors of the Gilded Age''. After the initial announcement in June 2014, Crytek USA was shut down due to financial issues, and the development was brought to the Crytek headquarters. The game, under the new title ''Hunt: Showdown'', was re-announced in May 2017. ''Hunt: Showdown'' was launched on Steam in early access on February 22, 2018, and was officially released on August 27, 2019.&lt;br /&gt;
&lt;br /&gt;
The game is set in a supernatural late 19th century, where bounty hunters enter the Louisiana swampland to hunt down dangerous monsters and collect their bounty. The game is PvPvE, with players fighting AI monsters to claim bounties and also fighting each other to take over others' bounties.&lt;br /&gt;
&lt;br /&gt;
'''The following guns are seen in the video game ''Hunt: Showdown'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Set in the late 19th century, ''Hunt: Showdown'' takes place in an area of rural Louisiana, where a mysterious illness has turned much of the local population into mindless monstrosities. Most rise as zombie-like &amp;quot;Grunts&amp;quot;, but others are twisted into more inhuman creatures by unknown forces. To make matters worse, demonic creatures from other realms are leaking into the real world. To solve this issue, players control hunters contracted by the mysterious American Hunters Association who enter monster-infested area, track down, and then kill a powerful &amp;quot;boss&amp;quot; creature. However, other players are also present in the game map, either solo or in groups of up to three people. Player-controlled hunters may kill other hunters and compete for the chance to be the first to track and kill the boss. &lt;br /&gt;
&lt;br /&gt;
Once a boss is killed, they must be &amp;quot;banished&amp;quot;, a process that takes a few minutes. During this time, all players are informed of the boss's location. The hunter or hunters that killed the boss must grab a bounty token and then find an exit. Other players may kill them and take the bounty for themselves. &lt;br /&gt;
&lt;br /&gt;
Firearms are divided into different categories based on their size and further by the type of ammunition they use. There are five ammo types:&lt;br /&gt;
&lt;br /&gt;
*Compact, which represents most pistol-sized cartridges. &lt;br /&gt;
*Medium, representing larger rifle-type rounds.&lt;br /&gt;
*Large, which comprise full-sized rifle rounds.&lt;br /&gt;
*Shells, which are shotgun shells.&lt;br /&gt;
*Special, a term used for ammunition that may be seen as rare or exotic for the setting, like the 7.63x25mm Mauser rounds used by the Mauser C96 or the Nitro Express ammunition used by the double rifle.  &lt;br /&gt;
&lt;br /&gt;
The player can take two primary weapons into a match. Weapons fit into one of three size slots- Small, Medium, or Large. Every weapon has at least one variant, which usually add some sort of attachment. These include bayonets, scopes, or suppressors. Other variants may decrease the size of a weapon, allowing the player to take what would normally be considered a &amp;quot;large&amp;quot; weapon into a &amp;quot;medium&amp;quot; slot. Weapons can also use alternate ammunition types, which include explosive ammo, incendiary ammo, shotgun slugs, and high-velocity rounds. Players may equip their hunter with a variety of different weapons, tools, and consumables that best suit their play style. However, if the player's hunter dies during a match, they will lose any equipment bought into the match and that hunter will be permanently removed from the player's roster. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt Open Top==&lt;br /&gt;
The [[Colt_1871-72_Open_Top|Colt Open Top]] revolver appears as the &amp;quot;Caldwell Conversion Pistol&amp;quot;, with an octagonal barrel reminiscent of the earlier [[Colt 1851 Navy]]. It unlocks at Rank 22, offering slightly more accuracy and power than the other sidearms on offer, while still using very common &amp;quot;Compact&amp;quot; ammunition. In the &amp;quot;Book of Weapons&amp;quot;, it is stated to be chambered in .44 caliber (most likely .44 Henry) and was invented by Henry Samuel Caldwell, the ''Hunt: Showdown'' universe's apparent stand-in for Samuel Colt. It's also implied to have been used during the Civil War, a strange inclusion but probably referring to it being a conversion of earlier Colt black powder revolvers. &lt;br /&gt;
&lt;br /&gt;
There are three variants of the gun in-game, including the standard model and the &amp;quot;Chain Pistol&amp;quot; which uses a series of 17 chambers like the Treeby Chain Gun instead of a normal cylinder. On one hand, you have to reload all 17 from empty if you run out of ammo. On the other hand, you now have 17 rounds of Compact ammo to dump into targets. The &amp;quot;Chain Pistol Pair&amp;quot; allows for dual-wielded revolvers, allowing players to effectively carry around a suppressive device. It's difficult to hit things, but with 34 rounds, you can certainly scare, suppress and eventually shoot a lot of enemies.&lt;br /&gt;
[[Image:Colt 1871-72 Open Top.jpg|thumb|none|350px|Colt 1872 Open Top - .44 RF]]&lt;br /&gt;
[[Image:Hunt18511.jpg|thumb|none|600px|A hunter wanders down a road with his &amp;quot;Caldwell Conversion&amp;quot;.]]&lt;br /&gt;
[[Image:Hunt18512.jpg|thumb|none|600px|Pointing the revolver down the road, wary of any potential threats.]]&lt;br /&gt;
[[Image:Hunt18513.jpg|thumb|none|600px|The Colt's iron sights- as one would expect for such a revolver, they're rather small and hard to read.]]&lt;br /&gt;
[[Image:Hunt18514.jpg|thumb|none|600px|Reloading the revolver. The ejector rod is never touched, with the casings simply falling out on their own; this is incorrect, as brass cases expand in their chambers upon firing, which necessitates the use of additional force to remove them (hence the ejector rod being there in the first place). Also note that the hammer is cocked, which would realistically render the cylinder unable to rotate- in reality, the hammer must instead be placed into the half-cock position to allow it to spin freely.]]&lt;br /&gt;
[[Image:HuntShowdownChainPistol.jpg|thumb|none|600px|A hunter holds the &amp;quot;Chain Pistol&amp;quot; on an Armored enemy before showing it how 17 rounds of .44RF feel.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Walker Cartridge Conversion==&lt;br /&gt;
The other variant of the &amp;quot;Caldwell Conversion Pistol&amp;quot; is quite a bit more interesting. The &amp;quot;Caldwell Conversion Uppercut&amp;quot; is a version with an elongated cylinder that allows the pistol to use &amp;quot;Long&amp;quot; rifle cartridges, greatly increasing its damage at a cost of increased recoil. This stretched out revolver bears a resemblance to the [[Colt Walker]].&lt;br /&gt;
[[Image:ColtWalkerConversion.jpg|thumb|none|350px|Colt Walker Conversion - .45 Colt]]&lt;br /&gt;
[[Image:HuntWalker1.jpg|thumb|none|600px|A hunter wields his &amp;quot;Uppercut&amp;quot; while sneaking up on some feasting &amp;quot;Grunts&amp;quot;.]]&lt;br /&gt;
[[Image:HuntWalker2.jpg|thumb|none|600px|The revolver's iron sights. Much like the base variant's sights, these are best used in combination with an electron microscope.]]&lt;br /&gt;
[[Image:HuntWalker3.jpg|thumb|none|600px|Reloading the Walker. As with the Open Top, the ejector rod is never used.]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The Russian [[Nagant_M1895#Russian_Nagant_M1895|Nagant M1895]] appears in-game under its real name, a rarity given the game's usage of pseudonyms for popular firearms. It's unlocked at Rank 1, loaded with &amp;quot;Compact&amp;quot; rounds. There are two basic models of the Nagant in-game, the normal SAO version and the DAO &amp;quot;Officer's Model&amp;quot; and four variants for each.&lt;br /&gt;
&lt;br /&gt;
For the normal Nagant, there is the stock version alongside the &amp;quot;Precision&amp;quot; model. This version is a Nagant fitted with a shoulder stock similar to the [[Colt Official Police|Colt Army Special]] revolver. There is also the &amp;quot;Deadeye&amp;quot; which fits the Precision version with a small mid-range scope. And fittingly, there is a &amp;quot;Suppressed&amp;quot; model, fitted with a home-made suppressor on the end of the barrel.&lt;br /&gt;
&lt;br /&gt;
The Officer's Model versions follow a slightly different path. Beyond the normal version, there is the &amp;quot;Brawler&amp;quot; which fits a large knuckle duster like appendage to the front of the trigger guard and grip for increased melee damage. Then there's the &amp;quot;M1895 Carbine&amp;quot; which, as the name suggests, converts the revolver into a carbine with a longer barrel and the shoulder stock of the &amp;quot;Precision&amp;quot; revolver. And if that wasn't enough, there's also an &amp;quot;Officer's Carbine Deadeye&amp;quot; as a confusing albeit potent short to mid-range sniper rifle.&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Revolver - 7.62x38R Nagant]]&lt;br /&gt;
[[File:Colt-stocked.jpg|thumb|none|350px|Colt New Service with stock - .45 ACP]]&lt;br /&gt;
[[Image:HuntNagant1.jpg|thumb|none|600px|A hunter holds his new-fangled Russian Nagant M1895 revolver.]]&lt;br /&gt;
[[Image:HuntNagant2.jpg|thumb|none|600px|Iron sights of the &amp;quot;Nagant M1895&amp;quot;, mildly better than the Colt Open Top but not by much.]]&lt;br /&gt;
[[Image:HuntNagant3.jpg|thumb|none|600px|Reloading the &amp;quot;Nagant M1895&amp;quot;. Like the other revolvers, the ejector rod is never used. The spent casing seems to correctly be a 7.62x38R casing though.]]&lt;br /&gt;
[[Image:HuntShowdownNagantStock.jpg|thumb|none|600px|The &amp;quot;Nagant Precision&amp;quot; fitted with the New Service stock.]]&lt;br /&gt;
[[Image:Nagant 1895 carbine.jpg|thumb|none|350px|Russian Nagant 1895 carbine version (12 inch barrel) - 7.62x38R Nagant. It is curious that the in-game version will continue to use a Colt-pattern holster instead of a wooden stock.]]&lt;br /&gt;
[[Image:HuntShowdownNagantCarbine.jpg|thumb|none|600px|A hunter grabs a Nagant &amp;quot;Officer's Carbine&amp;quot; from a local flour mill.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps Pepperbox==&lt;br /&gt;
The [[Sharps Pepperbox]] appears as the &amp;quot;Quad Derringer&amp;quot;, unlocked at Rank 66 and equipped as a tool rather than a legitimate firearm. Using its own &amp;quot;Derringer&amp;quot; ammo type, this pistol has a small but simple niche. It's a gun for fast firing, low damage output. It holds four rounds in four chambers and fires single-action. Twelve additional rounds are carried and ammunition for it cannot restocked during a match. Another added perk is that the Quad Derringer is one of the quietest non-suppressed firearms, so shots from it will not give away your position to hunters who may be some ways off.   &lt;br /&gt;
[[Image:Sharps_Model_1.jpg|thumb|none|350px|Sharps Model 1C - .22 Short]]&lt;br /&gt;
[[File:HuntDerringer.jpg|thumb|none|600px|A hunter enjoys a scenic bayou view with his Quad Derringer.]]&lt;br /&gt;
[[File:HuntDerringerReady.jpg|thumb|none|600px|Readying the &amp;quot;Quad Derringer&amp;quot;, wary of angry water demons that will eat his shoes.]]&lt;br /&gt;
[[File:HuntDerringerSights.jpg|thumb|none|600px|Iron sights of the &amp;quot;Quad Derringer&amp;quot;, incredibly tiny but given its intended role, make sense.]]&lt;br /&gt;
[[File:HuntDerringerReload.jpg|thumb|none|600px|Reloading the &amp;quot;Quad Derringer&amp;quot;, the barrels are moved forward and topped off two at a time.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Schofield Model 3]] was added as a Rank 1 unlock under the name &amp;quot;Scottfield Model 3&amp;quot;, now meeting the Nagant M1895 as the player's first handgun upon arriving in Hunt. While it lacks the many varieties that the Nagant has, and only has two special ammo types to it's name, the Scottfield is a powerful piece in the right hands. While it has slightly lower damage than the earlier &amp;quot;Pax&amp;quot; pistol, accurately showing the slightly lower performance of .45 Schofield in comparison to .45 LC, it makes up for with very tight sights, good accuracy and a relatively fast rate of fire especially when combined with fanning. Not to mention the advantage of ejecting all of it's rounds in one go. &lt;br /&gt;
[[Image:Schofield.jpg|thumb|none|400px|Smith &amp;amp; Wesson Schofield Model 3 with nickel finish - .45 Schofield]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The German [[Mauser C96]] appears as the &amp;quot;Dolch 96&amp;quot;, unlocked at Rank 68 as the improved semi-auto pistol option over the latter mentioned &amp;quot;Bornheim&amp;quot; that boasts more damage and slight improvements on accuracy at a cost of being much more expensive and using &amp;quot;Special&amp;quot; ammo instead of the more plentiful &amp;quot;Compact&amp;quot;. There's only one variant of the gun, fittingly the &amp;quot;Dolch 96 Precision&amp;quot; that fits the gun with the shoulder stock.&lt;br /&gt;
[[Image:M712.jpg|thumb|none|350px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:HuntC961.jpg|thumb|none|600px|A hunter takes his brand new Dolch out for a test run.]]&lt;br /&gt;
[[Image:HuntC962.jpg|thumb|none|600px|Iron sights of the &amp;quot;Dolch 96&amp;quot;, big and roomy, good for close or in this case, medium range shooting.]]&lt;br /&gt;
[[Image:HuntC963.jpg|thumb|none|600px|Reloading the &amp;quot;Dolch 96&amp;quot; with individual rounds, while a stripper clip is used on empty reloads. As with ''[[Battlefield 1]]'', the individual round reload is a gameplay artistic liberty; the C96 is nearly impossible to reload mid-magazine in reality, since it uses the magazine guide as its bolt hold open, meaning that its bolt cannot lock back mid-magazine for topping off.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann 1896==&lt;br /&gt;
The [[Bergmann 1896]] was added to the game in Update 5.0 as the &amp;quot;Bornheim No. 3&amp;quot;, unlocked at Rank 30 as a new and more interesting sidearm option. In comparison to the gate loader revolvers, it offers a clip loaded, fast firing albeit weak secondary option. It comes with two specific variants. The &amp;quot;Extended&amp;quot; fits the gun with a home-made extended magazine, bumping the capacity from 5 shots to 8. And if that wasn't enough, there's also a &amp;quot;Match&amp;quot; version with an elongated barrel and wire stock.&lt;br /&gt;
&lt;br /&gt;
Of note is that the weapon is one of the few weapons capable of being affected by the &amp;quot;Bulletgrubber&amp;quot; trait, which recovers rounds ejected (when opening the action) in partial reloads.&lt;br /&gt;
[[File:Bergmann.jpg|thumb|none|350px|Bergmann 1896 - 6.5x22mm Bergmann]]&lt;br /&gt;
[[Image:HuntShowdownBergmann.jpg|thumb|none|600px|A hunter strikes it lucky by finding a &amp;quot;Bornheim&amp;quot; pistol. The reason he's holding the gun so high is due to Hunt's combat system, with guns having the ability to bash opponents unless you hold down the RMB to actually aim.]]&lt;br /&gt;
[[Image:HuntShowdownBergmanAim.jpg|thumb|none|600px|And actually aiming brings the Bergmann closer to the shooter's face, hitting Shift will allow you to use the iron sights.]]&lt;br /&gt;
[[Image:HuntShowdownBergmannReload.jpg|thumb|none|600px|After dealing with an &amp;quot;Immolator&amp;quot; with a combination of 6.5 Bergmann and girlish screaming, the hunter reloads the Bergmann by opening the magazine hatch...]]&lt;br /&gt;
[[Image:HuntShowdownBergmannReload2.jpg|thumb|none|600px|Before inserting a fresh 5 round clip, closing the hatch and charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III*==&lt;br /&gt;
The &amp;quot;Flare Pistol&amp;quot; in-game appears as a [[Webley &amp;amp; Scott No. 1 Mk. III*]], albeit with a somewhat strange hexagonal chamber profile rather than the real flare gun's round one. Like the earlier Sharps, this is classified as a &amp;quot;tool&amp;quot; than a proper firearm. It's primarily used for illuminating dark areas, a rarity for any video game flare gun and fitting ''H:S''''s very dark maps. It can also be used to set flammable objects on fire, which allows for flammable creativity.&lt;br /&gt;
[[File:Webley Signal Pistol.JPG|thumb|none|350px|Webley &amp;amp; Scott No. 1 Mk. III* - 1&amp;quot; flare]]&lt;br /&gt;
[[Image:HuntShowdownFlareGun.jpg|thumb|none|600px|The Flare Gun as seen in the loading screen, note the hexagonal chamber profile and a nick in the muzzle flare as a ersatz iron sight. Also the &amp;quot;Wesley and Schrott&amp;quot; stamp on the frame.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
An update added the [[Colt Single Action Army]] to ''H:S'''s arsenal, going by the name &amp;quot;Caldwell Pax&amp;quot; (&amp;quot;Pax&amp;quot; being Latin for &amp;quot;Peace&amp;quot;, an allusion to the SAA's nickname of &amp;quot;Peacemaker&amp;quot;). In the &amp;quot;Book of Weapons&amp;quot;, an in-game lore book and progress tracker, the Pax is mentioned as sometimes being referred to as the &amp;quot;Single Action Army&amp;quot;. A decent all-rounder, the SAA holds 6 rounds of &amp;quot;Medium&amp;quot; ammunition, and behaves rather like a somewhat tamer version of the cartridge-converted [[Colt Walker]] &amp;quot;Uppercut&amp;quot;. As with the rest of the game's gate-loading revolvers, the player character incorrectly ignores the ejector rod when reloading.&lt;br /&gt;
&lt;br /&gt;
The SAA has one variant to its name, the &amp;quot;Claw&amp;quot;; this has broken grip panels and a blade attached to the base of the grip, with its main advantage being stronger pistol-whipping.&lt;br /&gt;
[[File:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army w/5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:HuntPaxMenu.jpg|thumb|none|600px|The model of the &amp;quot;Caldwell Pax&amp;quot;. In a nice little bit of detail, the revolvers of ''Hunt: Showdown'' have cartridges fully modeled in their chambers. You can barely make out the brass casings of the .45 LC cartridges at the rear of the cylinder.]]&lt;br /&gt;
[[File:HuntSAANew.jpg|thumb|none|600px|While approaching Pitching Crematorium, a hunter carefully watches for any angry locals with her SAA.]]&lt;br /&gt;
[[File:HuntSAAReady.jpg|thumb|none|600px|The hunter readies the SAA, informing the nearby Grunt that they've just yee'd their last haw. ]]&lt;br /&gt;
[[File:HuntSAASights.jpg|thumb|none|600px|Aiming the &amp;quot;Pax&amp;quot; reveals that it has a fairly wide sight notch.]]&lt;br /&gt;
[[File:HuntSAAReload.jpg|thumb|none|600px|Reloading reveals the modeled ejector rod- not that it's actually used, as is demonstrated here after dealing with the local Grunt.]]&lt;br /&gt;
[[Image:HuntShowdownPaxClaw.jpg|thumb|none|600px|A hunter stumbles upon the &amp;quot;Claw&amp;quot; version of the Pax at a local armory. Note the broken grip and knife haphazardly shoved into the lower grip frame.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat 1861==&lt;br /&gt;
Added in Update 6.0, the &amp;quot;LeMat Mark 2 Revolver&amp;quot; is a fictitious cartridge conversion of the [[LeMat 1861]]; a rather strange choice, given that actual cartridge-firing versions of the LeMat did actually exist. It is correctly depicted with a 9-round capacity plus an additional shotgun shell, with the lever on the hammer being appropriately moved up or down to fire pistol-caliber rounds (of the &amp;quot;Compact&amp;quot; variety; this presumably makes it a .36-caliber version, though with how vague the in-game calibers are one can't really be sure) or shotgun shells. Unlocked at Rank 46, the LeMat is a wonky gun at first, with middling accuracy for both the shotgun and pistol barrels. But in close quarters, the LeMat can be a powerful tool. And the game doesn't stop you from dual wielding them either.&lt;br /&gt;
&lt;br /&gt;
The cylinder is reloaded through a side-mounted gate (with there not even being an ejector rod for the player character to ignore this time around, though the cap-and-ball version's loading/ramming lever is still alive and well), and the shotgun is reloaded through a completely fictitious method wherein the player character grabs the barrel and breaks the weapon open, in a manner possibly inspired by the LeMat seen in the TV series ''Johnny Ringo''; exactly why this method can't be used to reload the cylinder as well isn't clear, apart from the usual &amp;quot;balance reasons&amp;quot;.&lt;br /&gt;
[[File:LeMatCU.jpg|thumb|none|350px|Modified LeMat 1861 used in the ''Johnny Ringo'', with centerfire and top break conversion - .44 RF. The shotgun barrel was converted to fire .45 blanks.]]&lt;br /&gt;
[[File:HuntShowdownLeMat 2.jpeg|thumb|none|600px|The model of the LeMat.]]&lt;br /&gt;
[[File:HuntShowdownLeMat 3.jpeg|thumb|none|600px|A view of both barrels, as well as the loading lever.]]&lt;br /&gt;
[[File:HuntLeMat1.jpg|thumb|none|600px|A hunter with a &amp;quot;new-to-me&amp;quot; LeMat.]]&lt;br /&gt;
[[File:HuntLematSights.jpg|thumb|none|600px|Aiming down the sights, done through the use of the hammer itself and the front post.]]&lt;br /&gt;
[[File:HuntLeMatReload.jpg|thumb|none|600px|Reloading the LeMat after firing some pistol rounds, which involves scratching the gun in the general region of the loading lever and letting spent brass fall out.]]&lt;br /&gt;
[[File:HuntLeMatShotgun.jpg|thumb|none|600px|Later, the hunter uses his LeMat, now in shotgun mode, to interrogate a local wagon. Note the hammer positioned to strike the shotgun's chamber.]]&lt;br /&gt;
[[File:HuntLeMatShotgunReload.jpg|thumb|none|600px|Reloading the LeMat's shotgun, breaking it open like a break-action shotgun and shoving a shell into the breech in the center of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears as the &amp;quot;Winfield M1873&amp;quot;, albeit in two forms. A version with a 7-shot magazine tube appears as the &amp;quot;Winfield M1873C&amp;quot;, which is unlocked at Rank 1, while the &amp;quot;M1873&amp;quot; model with the full length 15 round magazine unlocks at Rank 20. Potent mid-range bruisers of rifles, these two boast the largest pool of alternate versions in the entire game. According to the &amp;quot;Book of Weapons&amp;quot;, the &amp;quot;Winfield M1873&amp;quot; was known to Confederate soldiers during the American Civil War as &amp;quot;that damned Yankee rifle that they load on Sunday and fire all week&amp;quot;- an adage which was actually used to describe the earlier [[Henry 1860]], not to mention the Model 1873 was first produced eight years after the conclusion of the Civil War.&lt;br /&gt;
&lt;br /&gt;
For the &amp;quot;M1873C&amp;quot;, there is the &amp;quot;M1873 Silencer&amp;quot; which fits the rifle with a large rectangular home-made suppressor. Then there's the &amp;quot;M1873C Marksman&amp;quot;, fitting the rifle with a scope. If that rifle isn't small enough, then there's the &amp;quot;M1873 Vandal&amp;quot; which cuts the rifle down to a Mare's Leg length, allowing it to fit in a &amp;quot;Medium&amp;quot; weapon slot instead of a large one. And if that wasn't enough, there's two more variants of the &amp;quot;Vandal&amp;quot;, the &amp;quot;Vandal Deadeye&amp;quot; fitted with a short scope and the &amp;quot;Vandal Striker&amp;quot; fitted with a short bayonet to increase its melee damage.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M1873&amp;quot; is a tad shorter, but not any less creative with its versions. Beyond the normal rifle, there is the &amp;quot;M1873 Aperture&amp;quot; which fits the rifle with a Vernier style peep sight that makes it a little more accurate at mid-range. Then there's the &amp;quot;M1873 Talon&amp;quot; which fits a large knife like assembly to the stock to allow the rifle to double as an axe. The &amp;quot;M1873 Swift&amp;quot; takes a neat twist by modifying the rifle to accept speed loader tubes, shortening the reload time. And finally is the &amp;quot;M1873 Musket Bayonet&amp;quot;, taking cues from the rarely-seen Model 1873 Rifle Musket, this long rifle boasts an increased capacity of 17+1, as well as a permanently fixed socket bayonet.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|none|450px|Winchester Model 1873 - .44-40 WCF]]&lt;br /&gt;
[[File:1873shortmag.jpg|thumb|none|450px|Winchester Model 1873 with short tube magazine - .44-40 WCF]]&lt;br /&gt;
[[File:WinchesterM1873Musket.jpg|thumb|none|450px|Winchester Model 1873 Musket with socket bayonet - .44-40 WCF]]&lt;br /&gt;
[[File:HuntM1873Full.jpg|thumb|none|600px|The basic, full-length Model 1873.]]&lt;br /&gt;
[[File:HuntM1873Compact.jpg|thumb|none|600px|The basic short-magazine tube Model 1873. As seen in the hands of many a wide-eyed new hunter to the bayou.]]&lt;br /&gt;
[[File:HuntM1873Musket.jpg|thumb|none|600px|A sight you don't see every day- the Winchester Model 1873 Musket with included socket bayonet. The term &amp;quot;Musket&amp;quot; was not to denote that this rifle is a muzzleloader with a single-shot capacity, but rather refers to the rifle's length, which is comparable to the military-issue muzzleloading muskets of the day.]]&lt;br /&gt;
[[File:HuntM1873Silenced.jpg|thumb|none|600px|A silenced Model 1873, fitted with a homemade suppressor that's much bulkier than the Maxim Silencer that would later appear in the early 1900s. The rear ladder sight of this variant has also been flipped up to facilitate aiming.]]&lt;br /&gt;
[[File:HuntMaresLeg.jpg|thumb|none|600px|A compact Model 1873 &amp;quot;Mare's Leg&amp;quot;, for all your compact cowboy needs.]]&lt;br /&gt;
[[File:HuntM1873New.jpg|thumb|none|600px|A hunter wanders the woods with his trusty M1873.]]&lt;br /&gt;
[[File:HuntM1873Sights.jpg|thumb|none|600px|Iron sights of the &amp;quot;Winfield M1873&amp;quot;, a skinny front post and a wide rear notch.]]&lt;br /&gt;
[[File:HuntM1873Reloading.jpg|thumb|none|600px|Reloading the &amp;quot;Winfield M1873&amp;quot;, an animation shared between it and the later Vetterli.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1876==&lt;br /&gt;
Added in Update 1.5, the [[Winchester Model 1876]] appears as the &amp;quot;Winfield M1876 Centennial&amp;quot; (a reference to a marketing name of the real weapon, which was in turn a reference to the 100th anniversary of the signing of the US Declaration of Independence). It has no alternative variants, unlocks at Rank 64, and serves as a harder-hitting alternative to the 1873 above - it uses Medium ammo (rather than the 1873's Compact), with higher damage, penetration, and muzzle velocity, at the cost of, well, cost (substantially higher than any 1873 variant), along with a lower fire rate, and a 9+1 capacity.&lt;br /&gt;
[[File:Centennial.jpg|thumb|none|450px|Winchester Model 1876 (in musket-carbine configuration) - .45-60 WCF]]&lt;br /&gt;
[[File:Hunt M1876Right.jpg|thumb|none|600px|A Model 1876, covered in fresh mud.]]&lt;br /&gt;
[[File:Hunt M1876Left.jpg|thumb|none|600px|And the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874==&lt;br /&gt;
The [[Sharps 1874]] appears as the &amp;quot;Sparks LRR&amp;quot; (Long Range Rifle) chambered in .45-70 and unlocked at Rank 26. A large piece for the bayous, the &amp;quot;Sparks LRR&amp;quot; serves as the king of long ranged combat in the game, with a damage range of 250 meters and high damage to boot. Don't get too scared, it's a slow gun to reload and not too good up close, so it's not too potent in close-quarters. It comes with only two versions, those being the &amp;quot;Sparks LRR Marksman&amp;quot; which fits a scope, and the &amp;quot;Sparks LRR Silencer&amp;quot; which is a bit self-explanatory. Prior to the version 1.5.2 (released for testing on May 11th 2021), the rifle was set to half-cock during reloading. While appropriate for an earlier, percussion, Sharps rifle this behavior was inaccurate for later cartridge firing models. This was corrected after the error was mentioned by Jonathan Ferguson (Keeper of Firearms &amp;amp; Artillery at the Royal Armouries museum), whose feedback was cited in the patch notes.&lt;br /&gt;
[[Image:Sharps_1874_Buffalo.jpg|thumb|none|450px|Sharps 1874 - .45-70]]&lt;br /&gt;
[[Image:HuntSharps1.jpg|thumb|none|600px|A hunter carries around his Sparks rifle before realizing he isn't in Kansas anymore.]]&lt;br /&gt;
[[Image:HuntSharps2.jpg|thumb|none|600px|Aiming the &amp;quot;Sparks LRR&amp;quot; towards a faraway foe.]]&lt;br /&gt;
[[Image:HuntSharps3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Sparks LRR&amp;quot;, fairly small and not adjustable outside of the raised sights of the Silenced version.]]&lt;br /&gt;
[[Image:HuntSharps4.jpg|thumb|none|600px|Reloading the &amp;quot;Sparks LRR&amp;quot; by lowering the breech, sliding a shell in before closing the breech and recocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli M1869/71 Carbine==&lt;br /&gt;
The Swiss [[Vetterli Rifle|Vetterli M1869/71 Carbine]] appears as the &amp;quot;Vetterli 71 Karabiner&amp;quot;, unlocked at Rank 7. The Vetterli is a punchier upgrade from the starter &amp;quot;M1873C&amp;quot;, with more damage and a little more accuracy as a trade off for a slower rate of fire. There's three versions to this rifle, the &amp;quot;Vetterli 71 Deadeye&amp;quot; which adds a scope, and the later &amp;quot;Vetterli 71 Bayonet&amp;quot; which adds a large sword bayonet for melee combat. The third and newest version (added alongside the Schofield Model 3) is a suppressed Vetterli, added after the community campaigned for a new Vetterli type on Reddit.&lt;br /&gt;
[[Image:VetterliShortRifle.JPG|thumb|none|450px|Vetterli M1869/71 Carbine - 10.4mm]]&lt;br /&gt;
[[Image:HuntVetterli1.jpg|thumb|none|600px|Having realized that water demons aren't scared by tiny derringers, the hunter switches over to his Vetterli.]]&lt;br /&gt;
[[Image:HuntVetterli2.jpg|thumb|none|600px|Aiming the &amp;quot;Vetterli 71 Karabiner&amp;quot; in an attempt to keep the water devils away.]]&lt;br /&gt;
[[Image:HuntVetterli3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Vetterli 71 Karabiner&amp;quot;, small but serviceable.]]&lt;br /&gt;
[[Image:HuntVetterli4.jpg|thumb|none|600px|Reloading the &amp;quot;Vetterli 71 Karabiner&amp;quot;, like the Winchester before, although with a properly modeled 10.4mm Swiss round.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M1891==&lt;br /&gt;
The [[Mosin-Nagant_Rifle#Mosin_Nagant_Rifle|Mosin-Nagant M1891]] appears under its real name, a rarity in this game and unlocked at Rank 72. It appears to be mostly based on the 3rd configuration of the M1891 infantry rifle due to having a front sling swivel, an upper handguard, and an open blade front sight. It also has a rear sight similar to a M1891/30 and a turned down bolt handle. While most games treat the Mosin as average, the rifle is anything but in ''H:S''. Powerful, relatively long ranged, and fast-firing, this gun turns heads real quick when it shows up in a fight. &lt;br /&gt;
&lt;br /&gt;
Being the top-tier rifle, it comes with a large mix of variants. There's the &amp;quot;Mosin Bayonet&amp;quot; which adds the classic socket bayonet, the &amp;quot;Marksman&amp;quot; adds a scope and the most kooky is the last major version, the &amp;quot;Avtomat&amp;quot;. Taking cues from the WWI-era [[Huot Automatic Rifle]], this is a 15 round capacity, automatic conversion of a Mosin that is as inaccurate and terrifying up close as you're imagining. Interestingly, the &amp;quot;Avtomat&amp;quot; variant fires a minimum of three rounds when fired. Tapping the fire button on your controller or briefly clicking your mouse will not produce single shots. While devastating in close range, the Avtomat is balanced by being nearly uncontrollable when firing even a single burst and its habit of rapidly chewing through ammo. Beyond that, the player's hunter carries no reserve ammunition for the weapon ''at all''. A single engagement will most likely have the Avtomat's user scrambling for an ammo box (considering that ammo boxes also give out miserly amounts of ammo upon use, they will most likely be scrambling for several ammo boxes).   &lt;br /&gt;
&lt;br /&gt;
And before you think this is over, there is also the sawn off Mosins. Yes, this game has an &amp;quot;Obrez&amp;quot;, allowing you to put a Mosin in a &amp;quot;Medium&amp;quot; sized slot, but that's not all. There's the &amp;quot;Mace&amp;quot; version that bundles up the end of the stock into a makeshift whackey stick and even more fun, the &amp;quot;Drum&amp;quot; which gives an Obrez around 15 rounds of 7.62x54R to deal with problems. &lt;br /&gt;
[[File:Mosin18913rd.jpg|thumb|none|450px|Russian Mosin Nagant M1891 3rd configuration - 7.62x54mmR]]&lt;br /&gt;
[[File:HuntMosinBasic.jpg|thumb|none|600px|A basic Mosin. While modern gun enthusiasts view the Mosin-Nagant as a relic of an earlier time, ''Hunt: Showdown'' is set in a time when the Mosin was among the most advanced infantry weapons in the world.]]&lt;br /&gt;
[[File:HuntMosinBayonet.jpg|thumb|none|600px|For a few dollars more, you can get a Mosin equipped with a handy socket bayonet. Bayonet charges are a viable tactic, useful for rushing unprepared enemy hunters. Shouting &amp;quot;URA!&amp;quot; while doing so is preferred.]]&lt;br /&gt;
[[File:HuntObrez.jpg|thumb|none|600px|A sawed-off &amp;quot;Obrez&amp;quot;. ''Hunt: Showdown'' may encourage stealthy tactics, but this weapon is for when the situation... gets a bit loud.]]&lt;br /&gt;
[[File:HuntObrezDrum.jpg|thumb|none|600px|The &amp;quot;Obrez Drum&amp;quot; variant adds (of all things) what appears to be an [[MG42]] drum magazine to the weapon. This magazine is not detachable; rather, rounds are fed into the top of the receiver like normal until you fill the drum with 15 rounds. This makes the drum magazine function similarly to the &amp;quot;trench magazine&amp;quot; used on the [[Gewehr 1898]].]]&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|450px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:HuntAvtomat.jpg|thumb|none|600px|The final evolution of the Mosin- the &amp;quot;Mosin-Nagant M1891 Avtomat&amp;quot;. The design influence from the Huot is clearly evident. Given that the Huot worked primarily because the weapon it is based on, the [[Ross rifle]], is a straight-pull bolt-action, one must assume that the inventor of the Avtomat must have also somehow converted the base Mosin into a straight-pull rifle. The lore entry for the Avtomat in &amp;quot;The Book of Weapons&amp;quot; actually touches on this, mentioning that the Mosin-Nagant is nearly impossible to convert to fully-automatic fire and remarks that the inventor of the weapon &amp;quot;was an adept, if mentally unstable person&amp;quot;. The &amp;quot;Book of Weapons&amp;quot; also states the Avtomat is gas-operated. Presumably, gas is trapped when the weapon is fired and then forced backwards, pushing a rod that automatically works the bolt back and forth. Further lore entries imply the weapon is a custom-made item modified by hand, and extremely crude, but effective nonetheless.]]&lt;br /&gt;
[[File:HuntMosinNew.jpg|thumb|none|600px|A hunter skulks around a farm with her bayonet-equipped Mosin-Nagant M1891.]]&lt;br /&gt;
[[File:HuntMosinSights.jpg|thumb|none|600px|The iron sights of the Mosin, which are about as small as the real M1891's. Note the down-turned bolt handle. In pre-release versions, scopeless variants of the Mosin had a straight bolt handle.]]&lt;br /&gt;
[[File:HuntMosinReload.jpg|thumb|none|600px|Reloading the rifle with a stripper clip full of bottle-nosed rounds; this is accurate, as the more familiar pointed-tip spitzer bullets wouldn't come into widespread use until a few years later. Incidentally, Update 1.5 added spitzer rounds as an unlockable alternate ammo type for the Mosin, which increase muzzle velocity and are better at penetrating surfaces, but add slightly more recoil with every shot.]]&lt;br /&gt;
&lt;br /&gt;
==Double Rifle==&lt;br /&gt;
A double rifle, possibly a [[Holland &amp;amp; Holland Double Rifle|Holland &amp;amp; Holland]], appears as the &amp;quot;Nitro Express Rifle&amp;quot; and is unlocked at Rank 88. The final weapon unlocked, the &amp;quot;Nitro Express Rifle&amp;quot; is a heavy hitter in every department. A borderline one-shot on enemy Hunters from close to medium range, and can easily tear up boss monsters if you're careful. However, the iron sights are cramped and hard to use, the gun kicks like a mule and it carries little ammo into battle. Furthermore, ammo can only be restocked at &amp;quot;Special&amp;quot; ammo boxes and crates, which are much harder to come by than regular ammo supplies. But, you can also rock it with explosive ammunition (because there's no such thing as overkill). The double rifle is also one of the loudest weapons in the game and shots from it are discernable from upwards of 1,000 meters away.   &lt;br /&gt;
[[Image:Royal-double-rifle.jpg|thumb|none|450px|Holland &amp;amp; Holland 'Royal' Double Barrel Rifle - various calibres]]&lt;br /&gt;
[[Image:HuntNitro1.jpg|thumb|none|600px|A hunter stalks his prey with his &amp;quot;Nitro Express Rifle&amp;quot;.]]&lt;br /&gt;
[[Image:HuntNitro2.jpg|thumb|none|600px|The Vernier sights of the Express Rifle, easy to read especially when blasting grunts from 10 feet away.]]&lt;br /&gt;
[[Image:HuntNitro3.jpg|thumb|none|600px|Reloading the &amp;quot;Nitro Express Rifle&amp;quot; after a job well done, identical to the Colt M1878's animation.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel 1886==&lt;br /&gt;
The [[Lebel 1886]] was added to the game in Update 6.0 under its real name, unlocked at Rank 52. The Lebel serves as a line of demarcation between the previous black powder rifles and the smokeless ones, because it flips a lot on its lid. A little clunky with the RoF, but deadly in damage and especially in muzzle velocity. You don't know how much lead you need with black powder until you snipe someone with the Lebel without even thinking about aiming for windage. It holds 10 rounds, representing the Lebel's ability to hold eight rounds in the magazine, one on the elevator, and one more in the chamber.&lt;br /&gt;
&lt;br /&gt;
The Lebel's variants are fairly modest. There's the &amp;quot;Marksman&amp;quot; version that fits it with a scope, alongside the &amp;quot;Talon&amp;quot; version that fits the stock with blades to allow you to use the gun as a sort-of axe.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:Hunt LebelRight.jpg|thumb|none|600px|The right side of the Lebel, splattered with mud not from the trenches of Verdun, but from the bayou of Louisiana.]]&lt;br /&gt;
[[File:Hunt LebelLeft.jpg|thumb|none|600px|The left side.]]&lt;br /&gt;
[[File:HuntLebel.jpg|thumb|none|600px|A hunter takes his newfangled smokeless powder rifle out for a spin. The markings indicate this rifle is the improved M93 variant.]]&lt;br /&gt;
[[File:HuntLebelSights.jpg|thumb|none|600px|The sights, small and precise like the Mosin's and many other bolt-actions of the era.]]&lt;br /&gt;
[[File:HuntLebelReload.jpg|thumb|none|600px|''Sacre bleu!'' the hunter cries when he realizes he's out of ammo. Cartridges are first loaded into the internal magazine. The Lebel's tubular magazine means it cannot use a stripper clip to quickly reload- so we advise that one gets comfortable if they've expended all eight rounds...]]&lt;br /&gt;
[[File:HuntLebelReloadEnd.jpg|thumb|none|600px|Once he's loaded up, the hunter gives the bolt a firm pull to set a cartridge on the elevator before closing the bolt to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry IC1==&lt;br /&gt;
The somewhat obscure IC1 (Interchangeable Carbine Mark 1) variant of the [[Martini-Henry]] (so named due to its ability to swap between artillery and cavalry configurations) was added to ''Hunt'' in the 1.1.3 patch. It serves as an alternative to the [[Sharps]], with the main tradeoff being a faster reload in exchange for a slower muzzle velocity and poorer long-range effectiveness, and is unlocked earlier at Rank 16 instead of the LRR's requirement of Rank 26.&lt;br /&gt;
&lt;br /&gt;
Aside from the standard variant, there is a &amp;quot;Riposte&amp;quot; version with a bayonet (showing that the IC1 is in its artillery configuration, as the cavalry setup lacks a bayonet lug), and a &amp;quot;Deadeye&amp;quot; variant with a low-powered scope.&lt;br /&gt;
[[File:MH IC1 Artillery.jpg|thumb|none|450px|Martini-Henry IC1 in artillery configuration  - .577-450 Martini]]&lt;br /&gt;
[[File:HuntMartiniModel.jpg|thumb|none|600px|The left side of the Martini-Henry's model.]]&lt;br /&gt;
[[File:HuntMartiniRiposte.jpg|thumb|none|600px|The &amp;quot;Riposte&amp;quot; variant with the attached sword bayonet, in the truest form of the name. This particular rifle is more of a sword with a free rifle attached.]]&lt;br /&gt;
[[File:HuntMartini1.jpg|thumb|none|600px|A hunter takes the high ground, his Martini-Henry at the ready.]]&lt;br /&gt;
[[File:HuntMartiniSights.jpg|thumb|none|600px|The hunter takes aim, confident that some good ol' fashioned British marksmanship will take proper care of this whole &amp;quot;monsters emerging from alternate dimensions&amp;quot; business.]]&lt;br /&gt;
[[File:HuntMartiniReload.jpg|thumb|none|600px|The hunter loads a fresh .577 cartridge into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Model 1866==&lt;br /&gt;
Also added in the 1.1.3 patch was a Springfield Model 1866, an early variant of the [[Trapdoor Springfield Rifle]] chambered in .50-70 Government (a fact which is mentioned directly in-game, where it uses generically-named &amp;quot;Medium&amp;quot; ammunition). Unlocked at Rank 1, it serves as the first long-ranged rifle in the game with decent accuracy, damage and range. Nothing too spectacular, but nothing overtly bad. A good feeler gun for gauging how you want to play the game.&lt;br /&gt;
&lt;br /&gt;
And if that wasn't enough, it comes with four whole variants. There's the obvious for a gun like this, a &amp;quot;Marksman&amp;quot; version fitted with a scope. And then there's the not-so-obvious like the &amp;quot;Compact&amp;quot; version which saws off a majority of the gun to let it fit in a &amp;quot;Medium&amp;quot; slot and work as a pocket handcannon. And if that wasn't enough, there's also a &amp;quot;Striker&amp;quot; version that fits the gun with a tiny and mildly adorable bayonet, and hilarious a &amp;quot;Deadeye&amp;quot; version that fits a sawn off rifle with a tiny little scope.&lt;br /&gt;
[[File:Springfield Model 1866.jpg|thumb|none|450px|Springfield Model 1866 - .50-70 Government]]&lt;br /&gt;
[[File:HuntTrapdoor.jpg|thumb|none|600px|The 3D model of the Model 1866, the older brother of the venerable Springfield Model 1873.]]&lt;br /&gt;
[[File:HuntStriker.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; variant. Calling the blade attached to the end a bayonet is rather generous, considering its a homemade knife strapped on to the end of the barrel. Still, it certainly gets the job done.]]&lt;br /&gt;
[[File:HuntCompactTrapdoor.jpg|thumb|none|600px|The creator of the &amp;quot;Deadeye&amp;quot; variant was certainly not conforming to the typical idea of a sniper rifle.]]&lt;br /&gt;
[[File:HuntTrapdoor1.jpg|thumb|none|600px|A hunter slinks toward a Ghoul-infested dockyard with a Springfield Model 1866 at the ready.]]&lt;br /&gt;
[[File:HuntTrapdoorSights.jpg|thumb|none|600px|Archetypical tiny muzzleloader sights, now with the trapdoor mechanism cluttering part of your view.]]&lt;br /&gt;
[[File:HuntTrapdoorReload.jpg|thumb|none|600px|After blasting an ominous cypress tree, the hunter loads a new .50-70 Gov't round.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, unlocked at Rank 82 as one of the last unlockable weapons in the game. Fitting the creep in RoF that the shotguns in ''H:S'' have, the Auto-5 is the absolute king of that mountain. Fast firing and potent, this will cause you to chew through your stockpile of shotgun shells if you're not careful.&lt;br /&gt;
[[Image:BrowAut5.jpg|thumb|none|450px|Browning Auto 5 - 12 gauge]]&lt;br /&gt;
[[File:HuntAutoLeft.jpg|thumb|none|600px|The 3D model of the Auto-5.]]&lt;br /&gt;
[[File:HuntAutoNew.jpg|thumb|none|600px|A hunter eyes a suspiciously quiet path with her Auto-5 at the ready.]]&lt;br /&gt;
[[File:HuntAutoSights.jpg|thumb|none|600px|Iron sights of the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, simple bead and rear markings that say that the shotgun was produced around 10 years prior to the actual Auto-5.]]&lt;br /&gt;
[[File:HuntAutoReloadNew.jpg|thumb|none|600px|Reloading the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, this is mildly inaccurate as pre-1950 Auto-5s required the user to hold the bolt release button to actually load shells. In pre-release versions, the hunter would hold up the Auto-5 with their right hand and load shells with their left hand.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1878==&lt;br /&gt;
The [[Colt Model 1878 Coach Gun]] appears as the &amp;quot;Caldwell Rival 78&amp;quot;, unlocked at Rank 18. In comparison to the earlier &amp;quot;Romero 77&amp;quot;, the &amp;quot;Rival&amp;quot; functions more as a close quarters shotgun intended for blasting targets at very close range. Its damage output struggles the farther you get from a target, so it's best to make sure you can see the whites of your enemies eyes when using this. The fact its only other variant is a sawn-off &amp;quot;Handcannon&amp;quot; version reinforces this idea.&lt;br /&gt;
[[Image:Colt1878.jpg|thumb|none|450px|Colt Model 1878 - 12 gauge]]&lt;br /&gt;
[[File:HuntSXSMenu.jpg|thumb|none|600px|The model of the Colt Model 1878. Although lore states it is manufactured by Caldwell (a stand-in for [[Colt's Manufacturing Company]]), the markings on the Rival 78 indicate it was manufactured by &amp;quot;Eden &amp;amp; Sons&amp;quot;.]]&lt;br /&gt;
[[File:HuntSawedOffMenu.jpg|thumb|none|600px|The sawed-off &amp;quot;Handcannon&amp;quot;, which may or may not have been the favored weapon of legendary Australian hunter [[Mad_Max#Sawed-off_VG_Bentley_Double-Barreled_Shotgun|Max Rockatansky]].]]&lt;br /&gt;
[[File:HuntSXSNew.jpg|thumb|none|600px|A hunter wields his Rival 78 while staring into the water, watching for any Water Devils.]]&lt;br /&gt;
[[File:HuntSXSReady.jpg|thumb|none|600px|Aiming the Rival after scaring said Devils away with a bit of buckshot.]]&lt;br /&gt;
[[File:HuntSXSSights.jpg|thumb|none|600px|Iron sights of the Caldwell Rival 78; a set of half-moon posts on the rear and a front bead. The sights of the pre-release Rival were misaligned, with the rear sights being unused.]]&lt;br /&gt;
[[File:HuntSXSReload.jpg|thumb|none|600px|Reloading the &amp;quot;Caldwell Rival 78&amp;quot; consists of breaking it open, replacing the shells, and cocking the hammers. There is a separate animation for firing a single shot, which is always nice to see.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer 1882==&lt;br /&gt;
The [[Spencer 1882]] appears as the &amp;quot;Specter 1882&amp;quot;, unlocked at Rank 58. The gun is faithfully rendered, albeit with a 4+1 capacity in comparison to the real gun's 5+1. After getting into the routine of break action boomsticks, the &amp;quot;Specter&amp;quot; breaks that routine and runs with it. No longer are you doomed from not being able to double tap a target, now that all you have to do is rack another shell into the gun to be on your merry way murdering your enemies with gusto. Keep in mind that it doesn't work like modern pump shotguns, and its reload is one complicated series of hand gestures to pull off.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Specter&amp;quot; boasts a very short but interesting list of variants. The first is a &amp;quot;Compact&amp;quot; model that cuts down the stock, barrel, magazine tube to make a compact repeater shotgun, reducing it to a &amp;quot;Medium&amp;quot; slot blaster. There's also the &amp;quot;Bayonet&amp;quot; model which fits the shotgun with a bayonet mount similar to WWI era trench guns, alongside a legitimate bayonet. &lt;br /&gt;
[[Image:SpencerShotgun.jpg|thumb|none|450px|Spencer 1882 - 12 gauge]]&lt;br /&gt;
[[Image:HuntSpencer1.jpg|thumb|none|600px|A hunter wanders the bayou at night with his Specter.]]&lt;br /&gt;
[[Image:HuntSpencer2.jpg|thumb|none|600px|Aiming the &amp;quot;Specter 1882&amp;quot; at the other kind of specter.]]&lt;br /&gt;
[[Image:HuntSpencer3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Specter 1882&amp;quot;, a small bead way out in front.]]&lt;br /&gt;
[[Image:HuntSpencer4.jpg|thumb|none|600px|Reloading the &amp;quot;Specter 1882&amp;quot;. The reload procedure is depicted correctly, with the new shells being loaded into the open action after pulling back the pump. This also unfortunately ejects the chambered shell, but that shell can be recovered if the hunter has the &amp;quot;Bulletgrubber&amp;quot; trait. The empty reload process will fill up the tube magazine to its in-game capacity of 4, then work the action to chamber one round. Reloading again will then fill it up to capacity.]]&lt;br /&gt;
[[Image:HuntShowdownSpencerSuperShorty.jpg|thumb|none|600px|A wander around a small bayou churchyard yields the Specter Compact, or the Spencer Super Shorty.]]&lt;br /&gt;
[[Image:HuntShowdownSpencerShortyAim.jpg|thumb|none|600px|Hearing a bunch of loud groaning, the hunter aims, revealing the detail in both fake Spencer markings and the scratch made pump handle.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barreled Shotgun==&lt;br /&gt;
A [[Single Barreled Shotgun]] appears as the &amp;quot;Romero 77&amp;quot; (possibly a reference to director [[George A. Romero]]), unlocked at Rank 1 and serving as the first shotgun available to the player in ''H:S'''. Just because it's the first doesn't mean you should get comfortable though, because the Romero is a potent gun in the right hands. Nothing will instantly humble you as losing your run to a Cajun bayou dweller who one taps you with one of these.&lt;br /&gt;
&lt;br /&gt;
Likewise, the Romero boasts three major variants to itself. There's the obvious of a sawn-off version, the &amp;quot;Handcannon&amp;quot;, that allows you to carry an entire shotgun in a medium slot for pennies. The &amp;quot;Talon&amp;quot; allows you to pull melee and close range duty in one package, and if that's too big for you, then there's the &amp;quot;Hatchet&amp;quot; version. Yes, you read that right. The Handcannon version with an elongated stock so you can use it as a hatchet. Creativity at its finest.&lt;br /&gt;
[[Image:MontgomeryWardTxRanger.jpg|thumb|none|450px|Montgomery Ward Texas Ranger - 12 gauge]]&lt;br /&gt;
[[Image:HuntShowdownRomero.jpg|thumb|none|600px|The Romero 77's base model in the 3D viewer.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroHandcannon.jpg|thumb|none|600px|The Romero 77's &amp;quot;Handcannon&amp;quot; variant leaves only about a quarter of the barrel.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroHatchet.jpg|thumb|none|600px|The Romero 77's absurd &amp;quot;Hatchet&amp;quot; variant.]]&lt;br /&gt;
[[Image:HuntShotgun1.jpg|thumb|none|600px|A hunter goes Deadite hunting with  his Romero 77.]]&lt;br /&gt;
[[Image:HuntShotgun2.jpg|thumb|none|600px|Aiming the &amp;quot;Romero 77&amp;quot; at a particularly threatening bush.]]&lt;br /&gt;
[[Image:HuntShotgun3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Romero 77&amp;quot;; it's exactly what you'd expect from a single barreled shotgun.]]&lt;br /&gt;
[[Image:HuntShotgun4.jpg|thumb|none|600px|Reloading the &amp;quot;Romero 77&amp;quot; by grabbing the old shell, placing a new one in before tossing the old away, closing the shotgun and cocking the hammer. This animation was replaced with one that shows the Romero operating with an automatic ejector thus shortening the reload time.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroSawnOffReload.jpg|thumb|none|600px|The new animation being demonstrated with the sawn off model, the gun is opened up and the shell is ejected.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroReload2.jpg|thumb|none|600px|Before replacing the shell, closing the action and recocking the hammer.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroWhack.jpg|thumb|none|600px|Hilarously, the bash animation for the sawn-off Romero has it being used as a sort of hammer, here being used to keep a &amp;quot;grunt&amp;quot; at bay.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added in Update 1.5, named the &amp;quot;Winfield 1887 Terminus&amp;quot; (presumably a reference to its iconic appearance in ''[[Terminator 2: Judgement Day]]''); it serves as a more expensive, slower-firing, harder-hitting alternative to the Spencer (the latter being explained by its chambering - 10 gauge, according to the markings on the barrel). Interestingly, it has a 6+1 capacity; while the nominal capacity of an 1887 is 5 rounds in the tube and one in the chamber, an additional round can be placed on the lifter; this detail is replicated in its in-game reload animation. &lt;br /&gt;
&lt;br /&gt;
A sawn-off, Medium-slot variant called the &amp;quot;Handcannon&amp;quot; is also available; aside from a cut-down stock and barrel, this also has a shorter 4-round magazine tube.&lt;br /&gt;
[[File:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 10 gauge. This is the actual screen gun used by [[Paul Newman]] in ''[[The Life and Times of Judge Roy Bean]]''.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1421027</id>
		<title>Beyond The Wire</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1421027"/>
		<updated>2021-05-30T15:36:15Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Thats what I get for rushing this update out the door so I could get to the gym. Sorry for grammar crimes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Beyond The Wire&lt;br /&gt;
|picture=BeyondtheWireCover.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=2021&lt;br /&gt;
|developer=Redstone Interactive&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Beyond The Wire''''' is an upcoming tactical team-based first-person shooter video game set in the First World War, developed by Redstone Interactive and published by Offworld Interactive, the creators of ''[[Squad]]'' and ''[[Post Scriptum]]''.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Released with the Alpha, the Colt [[M1911]] is available for the American Expeditionary Forces's Assault Class.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:BTWM1911Draw.jpg|thumb|none|600px|How to make every 1911 fan angry in one draw animation.]]&lt;br /&gt;
[[File:BTWM1911.jpg|thumb|none|600px|Yes, the hammer remains uncocked. And yes it bothers me as much as it bothers you.]]&lt;br /&gt;
[[File:BTWM1911Irons.jpg|thumb|none|600px|The irons of the M1911, quite a bit big for a version of the gun infamous for tiny sights.]]&lt;br /&gt;
[[File:BTWM1911LockedBack.jpg|thumb|none|600px|And after surviving the uncocked hammer for 7-8 rounds, the gun locks back to reveal the fact it CAN be cocked.]]&lt;br /&gt;
[[File:BTWM1911Reload1.jpg|thumb|none|600px|Don't think about it, don't think about it.]]&lt;br /&gt;
[[File:BTWM1911Reload2.jpg|thumb|none|600px|Just reload the thing and move on.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in-game as the &amp;quot;Pistole P08&amp;quot;, used by the German officer class as well as the German Assault Class.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BTWLugerDraw.jpg|thumb|none|600px|Drawing the Luger with a quick flick of the safety.]]&lt;br /&gt;
[[File:BTWLuger.jpg|thumb|none|600px|And revealing...A Luger. Very riveting stuff I know.]]&lt;br /&gt;
[[File:BTWLugerIrons.jpg|thumb|none|600px|Aiming it reveals Luger iron sights! Whimsy!]]&lt;br /&gt;
[[File:BTWLugerLockedOpen.jpg|thumb|none|600px|It does fully lock back on empty though, a nice touch.]]&lt;br /&gt;
[[File:BTWLugerReload1.jpg|thumb|none|600px|Even nicer is if you look closely here, you can see the barrel and front lockwork pushed back as part of the Luger's action. Very rare to see rendered.]]&lt;br /&gt;
[[File:BTWLugerReload2.jpg|thumb|none|600px|Also yeah, Luger reload, you know the drill here.]]&lt;br /&gt;
&lt;br /&gt;
===Artillery Model===&lt;br /&gt;
The [[Luger P08 Artillery Model]] is also available, dubbed the &amp;quot;Luger Lange Pistole P08&amp;quot; appears in two basic forms in-game. The more commonly seen version with a 32 round Trommelmagazin is used as an alternative weapon for the German Assault Class. And in a rarity for a video game, the Artillery Luger with normal 8 round mags is used by ''actual'' artillery troops. Yes, the Artillery Crewmen classes get access to it.&lt;br /&gt;
[[Image:Luger-P08ArtilleryWDrum.jpg|thumb|none|300px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare Trommelmagazin 08 snail drum magazine compatible with the Bergmann [[MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BTWLP08.jpg|thumb|none|600px|The Artillery Luger, which shares the same basic draw animation of its smaller brother.]]&lt;br /&gt;
[[File:BTWLP08Irons.jpg|thumb|none|600px|Irons, big and chunky mixing carbine with classic Luger.]]&lt;br /&gt;
[[File:BTWLP08Plink.jpg|thumb|none|600px|Which allows you to have a bit more fun than the normal Luger.]]&lt;br /&gt;
[[File:BTWLP08LockedOpen.jpg|thumb|none|600px|Too much fun.]]&lt;br /&gt;
[[File:BTWLP08Reload1.jpg|thumb|none|600px|Gotta solve that fun with a mag swap.]]&lt;br /&gt;
[[File:BTWLP08BigMag.jpg|thumb|none|600px|And here's another, entirely unrelated LP08. And how is it unrelated?]]&lt;br /&gt;
[[File:BTWLP08ReloadBigMag1.jpg|thumb|none|600px|Oh?]]&lt;br /&gt;
[[File:BTWLP08BigMagReload2.jpg|thumb|none|600px|OH!]]&lt;br /&gt;
[[File:BTWLP08BigMagReload3.jpg|thumb|none|600px|BIG!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] appears in-game as the main semi-automatic sidearm of the French Republic, called the &amp;quot;Ruby 1915&amp;quot; in-game. It's also used by the Harlem Hellfighters.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[File:BTWRubyDraw.jpg|thumb|none|600px|Disengaging the Ruby's frame mounted safety on the draw.]]&lt;br /&gt;
[[File:BTWRuby.jpg|thumb|none|600px|And the Ruby in its entirety. For a war with such distinct shapes, the Ruby looks downright svelte in comparison.]]&lt;br /&gt;
[[File:BTWRubyIrons.jpg|thumb|none|600px|The distinct triangle iron sights help it stand out a bit.]]&lt;br /&gt;
[[File:BTWRubyReload1.jpg|thumb|none|600px|After 9 rounds on .32 ACP, the reload starts by swapping the mag.]]&lt;br /&gt;
[[File:BTWRubyReload2.jpg|thumb|none|600px|Loading in the fresh mag, keeping in mind the Ruby's lack of a mag hold open...]]&lt;br /&gt;
[[File:BTWRubyReload3.jpg|thumb|none|600px|By racking the slide, showing the fluted barrel of the Ruby.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt M1917==&lt;br /&gt;
The American officer class and the Harlem Hellfighter's Assault Class has access to the [[M1917 Revolver]].&lt;br /&gt;
[[File:ColtModel1917ArmyEx.jpg|thumb|none|300px|Colt M1917 Revolver (Military issue with lanyard ring) - .45 ACP.]]&lt;br /&gt;
[[File:BeyondTheWire-M1917Revolver.jpg|thumb|none|600px|A group of AEF troops in the intro of a trailer prepare an attack, the one in the foreground armed with...]]&lt;br /&gt;
[[File:BTWM1917Draw.jpg|thumb|none|600px|A M1917! Here the revolver's being drawn. Beyond The Wire's revolvers operate in a quasi SA/DA manner. Upon the draw, the characters will cock the hammer.]]&lt;br /&gt;
[[File:BTWM1917.jpg|thumb|none|600px|Why? Looks cool I guess. Anyway, here's the M1917.]]&lt;br /&gt;
[[File:BTWM1917Irons.jpg|thumb|none|600px|And here's its iron sights, which is shared with most Colt revolvers for the next 50 years. That's heritage!]]&lt;br /&gt;
[[File:BTWM1917Reload1.jpg|thumb|none|600px|After the first shots, the gun will be run in DA for the remainder. Including here for the reload where the &amp;quot;empties&amp;quot; are extracted.]]&lt;br /&gt;
[[File:BTWM1917Reload2.jpg|thumb|none|600px|And fresh half moon clips are added. Just pretend you didn't see those clips with loaded rounds, ok?]]&lt;br /&gt;
&lt;br /&gt;
==MAS Mle. 1892==&lt;br /&gt;
The other sidearm for the French is the [[Mle 1892 Revolver]] and is named &amp;quot;Modéle 1892 Revolver&amp;quot;, primarily issued to officers.&lt;br /&gt;
[[Image:Mle 1892.jpg|thumb|none|300px|Modele d’Ordonnance Mle 1892 Revolver - 8x27mm SR]]&lt;br /&gt;
[[File:BTWMle1892.jpg|thumb|none|600px|Drawing the Mle 1892, like all of the other revolvers means cocking the hammer. For drama.]]&lt;br /&gt;
[[File:BTWMle1892Standard.jpg|thumb|none|600px|The Mle 1892, in its weirdly angled French glory.]]&lt;br /&gt;
[[File:BTWMle1892Irons.jpg|thumb|none|600px|Which extends to the sights even, including the distinctive globe front sight.]]&lt;br /&gt;
[[File:BTWMle1892BANG.jpg|thumb|none|600px|It has its uses. Note the hammer remains uncocked. Once the first shot is fired, every in-game revolver is run in DA for the remaining shots.]]&lt;br /&gt;
[[File:BTWMle1892Reload1.jpg|thumb|none|600px|After 5 more rounds of 8mm French Ordnance, the reload starts by flicking the cylinder out to the left and knocking out the empties...]]&lt;br /&gt;
[[File:BTWMle1892Reload2.jpg|thumb|none|600px|Before popping in new rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley Mk VI]] is the duty sidearm for the British faction, used by the Officer and Assault classes.&lt;br /&gt;
[[Image:Webley Mk VI.jpg|thumb|none|300px|Webley Mk. VI - .455 Webley]]&lt;br /&gt;
[[File:BTWWebleyDraw.jpg|thumb|none|600px|Off to mighty Flanders, came an English revolver one day...]]&lt;br /&gt;
[[File:BTWWebley.jpg|thumb|none|600px|Singing songs of Piccadi-. Alright I'll stop.]]&lt;br /&gt;
[[File:BTWWebleyIrons.jpg|thumb|none|600px|The iron sights of the Webley Mk. VI, large, chunky and prominent.]]&lt;br /&gt;
[[File:BTWWebleyReload1.jpg|thumb|none|600px|Plus a reload. Open the gun up and let the empties go flying out...]]&lt;br /&gt;
[[File:BTWWebleyReload2.jpg|thumb|none|600px|Stuff a Pritchard speed loader into its gaping maw.]]&lt;br /&gt;
[[File:BTWWebleyReload3.jpg|thumb|none|600px|And closing the entire thing shut with a quick snap.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Enfield M1917==&lt;br /&gt;
The [[M1917 Enfield]] appears as the standard issue rifle to the American Expeditionary Forces.&lt;br /&gt;
[[Image:M1917enfield.jpg|thumb|none|450px|M1917 Enfield - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Enfield1.jpg|thumb|none|600px|A Steam Store screenshot of a US Doughboy advancing on a nightmap, his M1917 illuminated by a red flare.]]&lt;br /&gt;
[[File:BTWM1917RifleDraw.jpg|thumb|none|600px|At the range, we have a normal non-red M1917.]]&lt;br /&gt;
[[File:BTWM1917RifleIrons.jpg|thumb|none|600px|With its distinctive large sights, sighting up targets is a breeze.]]&lt;br /&gt;
[[File:BTWM1917RifleReload1.jpg|thumb|none|600px|And its got an atypical reload; when empty, the Doughboy will strip five rounds in and add a sixth loose round, just like ''Battlefield 1''.]]&lt;br /&gt;
[[File:BTWM1917RifleReload2.jpg|thumb|none|600px|Shoving the bolt home. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield P14==&lt;br /&gt;
The [[Pattern 1914 Enfield]] is the scoped rifle for the British sniper class.&lt;br /&gt;
[[File:Pattern1914scoped.jpg|thumb|none|450px|M1914 Enfield with telescopic scope - .303 UK]]&lt;br /&gt;
[[File:BTWPattern14.jpg|thumb|none|600px|And now we get its bespoke British cousin, the Pattern 1914.]]&lt;br /&gt;
[[File:BTWPattern14Idle.jpg|thumb|none|600px|More specifically, the Pattern 1914 Mk I W (T) sniper variant. Fancy innit?]]&lt;br /&gt;
[[File:BTWPattern14Scope.jpg|thumb|none|600px|Looking down the scope view, we get a thin wire crosshair. Beyond The Wire gives all of its scoped rifles the same reticle, assuming to balance them out and this is one of those. The original Aldis scope for the (T) Pattern 14's was a heavy verticle post with a thin horizontal post that would become a trademark of British military sniper rifles for decades to come.]]&lt;br /&gt;
[[File:BTWPattern14Reload1.jpg|thumb|none|600px|Not letting incorrect sighting systems stop him, we whip the bolt of this rifle open...]]&lt;br /&gt;
[[File:BTWPattern14Reload2.jpg|thumb|none|600px|And stuff it full of .303 British ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
The standard infantry rifle for the BEF is the [[Lee-Enfield No.1 Mk.III]]. The in-game name incorrectly refers to it as a &amp;quot;*&amp;quot; model, despite the model portraying the earlier pattern.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|450px|Lee-Enfield No.1 Mk.III - .303 British.]]&lt;br /&gt;
[[File:BTWSMLEDraw.jpg|thumb|none|600px|Overlooking a bluff is the classic rifle of the British in WWI, the SMLE - note the cocking piece of the earlier model.]]&lt;br /&gt;
[[File:BTWSMLEIrons.jpg|thumb|none|600px|And its quintessential low, squat and functional iron sights.]]&lt;br /&gt;
[[File:BTWSMLEBolting.jpg|thumb|none|600px|In comparison to other games which like to pair Lee-Enfields with the famous &amp;quot;Mad Minute&amp;quot; bolt technique, Beyond The Wire doesn't. This is somewhat accurate to the war, as the elaborate musket training of the initial BEF was dropped from circulation as the war went on. It wouldn't be until after WWI that the concept of Mad Minute would come back into British cirriculum for training.]]&lt;br /&gt;
[[File:BTWSMLEReload1.jpg|thumb|none|600px|Still, doesn't stop the rifle from being functional. And now to reload it by cracking it open...]]&lt;br /&gt;
[[File:BTWSMLEReload2.jpg|thumb|none|600px|Stuffing in 2 5-round stripper clips...]]&lt;br /&gt;
[[File:BTWSMLEReload3.jpg|thumb|none|600px|And shutting the bolt with a nice chunky thunk.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
The [[Lebel 1886]], in-game name &amp;quot;Fusil Mle 1886/M93 ''Lebel''&amp;quot;, is the main rifle of the French Republic and as a placeholder for the Harlem Hellfighters until a Berthier Model 1907-15 is added. A scoped model fitting the APX Mle 1917 scope is also available to the French Empire's marksman class.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50Rmm]]&lt;br /&gt;
[[File:BeyondTheWire-Lebel1.jpg|thumb|none|600px|An Alpha screenshot of a cramped trench filled with French soldiers, featuring...]]&lt;br /&gt;
[[File:BTWLebel.jpg|thumb|none|600px|A Lebel! Lebel Modele 1886/M93 if you want to be correct. But a Lebel nonetheless.]]&lt;br /&gt;
[[File:BTWLebelIrons.jpg|thumb|none|600px|Featuring fun inclusions like relatively squared off iron sights! For a gun predating sliced bread, that's very nice.]]&lt;br /&gt;
[[File:BTWLebelReload.jpg|thumb|none|600px|And what is a video game Lebel without an elaborate reload animation?]]&lt;br /&gt;
[[File:BTWLebelReload2.jpg|thumb|none|600px|Open breech, stuff tube with 8 rounds of 8x50 Lebel ammo...]]&lt;br /&gt;
[[File:BTWLebelReload3.jpg|thumb|none|600px|And close it shut!]]&lt;br /&gt;
[[Image:Apx1917 1.jpg|thumb|none|400px|Scoped Lebel M1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWLebelAPX.jpg|thumb|none|600px|And if that wasn't enough, there's the fun scoped version!]]&lt;br /&gt;
[[File:BTWLebelAPXIrons.jpg|thumb|none|600px|Which ditches the classic chevron reticle of the legitimate APX scopes for the standard wire crosshair. Sad!]]&lt;br /&gt;
[[File:BTWLebelAPXReload.jpg|thumb|none|600px|And you know what happens from here.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] will be the standard rifle for the German faction and it is seen named &amp;quot;Gewehr 1898&amp;quot; in the Alpha. A scoped version will be also available with the ''Glasvisier'' 16, like in ''[[Screaming Steel: 1914-1918]]''. The Seitengewehr 98/05 bayonet appears both as an option mounted to the rifle, and as the &amp;quot;Bayonet&amp;quot; melee weapon given out to a variety of classes.&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98-1.jpg|thumb|none|600px|A line of German soldiers with their issued G1898 rifles.]]&lt;br /&gt;
[[File:BTWG1898.jpg|thumb|none|600px|Speaking of which. Note the bright metal receiver and bolt assembly, accurate for WWI-era Gewehr 1898's.]]&lt;br /&gt;
[[File:BTWG1898Irons.jpg|thumb|none|600px|The iconic, cramped sights of the original Gewehr 1898.]]&lt;br /&gt;
[[File:BTWG1898IronsCycling.jpg|thumb|none|600px|Doesn't stop you from shooting stuff, though.]]&lt;br /&gt;
[[File:BTWG1898Decocked.jpg|thumb|none|600px|After 5 rounds of 8mm Mauser, you're greeted by this image of a decocked Gewehr 1898. Nice touch.]]&lt;br /&gt;
[[File:BTWG1898Reload1.jpg|thumb|none|600px|And before long, opening up the action for...]]&lt;br /&gt;
[[File:BTWG1898Reload2.jpg|thumb|none|600px|5 rounds of 8mm Mauser are stuffed into the action.]]&lt;br /&gt;
[[File:Gewehr1898Glasvisier16.jpg|thumb|none|450px|A Mauser Gewehr 1898 fitted with a Zeiss Glasvisier 16 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98Scoped1.jpg|thumb|none|600px|A German sniper armed with his 1898 fitted with the Glasvisier scope in a Alpha trailer.]]&lt;br /&gt;
[[File:BTWG1898Glasvisier.jpg|thumb|none|600px|And here's the money shot. The rarely seen Glasvisier 16 scope.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierScope.jpg|thumb|none|600px|And a look down the scope view. This view with a thin wirey crosshair is incorrect to the Glasvisier. The scope in real life is a 2.5x bifocal lens that would focus on the small triangle cover placed on the iron sight, which is rendered on the in-game model as you can see. That would be the point of aim for soldiers to use in the field. Naturally the system was found to be quite clunky and dropped in favor of far more normal 4x and 6x traditional scopes. In-game, this system is ditched for a simple, albeit inaccurate crosshair.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload1.jpg|thumb|none|600px|Disappointment immeasurable, day ruined, the reload continues as it did normally. Insert clip.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload2.jpg|thumb|none|600px|Go knuckle deep to insert all of the rounds, don't laugh.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload3.jpg|thumb|none|600px|Before very DRAMATICALLY throwing the bolt closed.]]&lt;br /&gt;
[[Image:SG98-05bayonet.jpg|thumb|none|400px|Seitengewehr 98/05 bayonet, nicknamed &amp;quot;Butcher's Blade&amp;quot; by Allied soldiers.]]&lt;br /&gt;
[[File:BTWG1898Bayonet.jpg|thumb|none|600px|Mounting the bayonet reveals that while it is a 98/05, it's a &amp;quot;ground&amp;quot; model. Following rumors of Allied soldiers executing Germans caught with &amp;quot;Butcher blades&amp;quot;, thousands of German soldiers began to grind off the saw back parts of their bayonets to prevent their execution if they were captured. No reports have ever been substantiated in this happening, but it's a neat touch to see rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle. 1917==&lt;br /&gt;
A [[R.S.C. Mle 1917]] was added in the 0.9 Update as the alternative weapon for the French Empire's Assault Class.&lt;br /&gt;
[[Image:R.S.C._Model_1917.jpg‎|thumb|none|450px|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BTWMle1917draw.jpg|thumb|none|600px|Equipping the R.S.C by flicking off the safety.]]&lt;br /&gt;
[[File:BTWMlt1917.jpg|thumb|none|600px|The R.S.C in all its chunky glory.]]&lt;br /&gt;
[[File:BTWMle1917Irons.jpg|thumb|none|600px|And its chunky and tiny sights.]]&lt;br /&gt;
[[File:BTWMle1917Reload1.jpg|thumb|none|600px|Reloading the R.S.C first by opening up the magazine and removing the empty clip.]]&lt;br /&gt;
[[File:BTWMle1917Reload2.jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BTWMle1917Reload3.jpg|thumb|none|600px|And racking the charging handle with a good ol' tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield 1903==&lt;br /&gt;
While the [[M1917 Enfield]] is accurately portrayed as the main armament of the AEF, the [[Springfield M1903]] still makes an appearance in-game as the rifle of choice for the AEF's marksman with a Warner and Swasey scope.&lt;br /&gt;
[[File:Springfield1903ScopedWarnerAndSwasey.jpg|thumb|none|450px|A Springfield M1903 fitted with a WWI vintage Warner and Swasey scope - .30-06 Springfield]]&lt;br /&gt;
[[File:BTWM1903Draw.jpg|thumb|none|600px|Outproduced by the M1917 but not out entirely, a Doughboy flicks the safety off of his M1903 Springfield rifle.]]&lt;br /&gt;
[[File:BTWM1903.jpg|thumb|none|600px|And there it is, the M1903 with the full Warner and Swasey scope in all of its chunky glory. Looks like a Brownie camera got screwed onto the side of it.]]&lt;br /&gt;
[[File:BTWM1903Irons.jpg|thumb|none|600px|And the scope view. Like the other scoped rifles, it uses a default wire crosshair. In this case, this is the most accurate of the 4 scoped rifles in-game. The Warner and Swasey scope was just a simple wire crosshair. The only thing missing is a few range finder marks on the bottom left view of the scope.]]&lt;br /&gt;
[[File:BTWM1903Irons2.jpg|thumb|none|600px|Plus given this scope misses the W&amp;amp;S's eye cup (commonly lost in the field), you can watch the scope view bob around as you cycle the rifle.]]&lt;br /&gt;
[[File:BTWM1903Reload1.jpg|thumb|none|600px|You should know the drill from here. Clip in gun.]]&lt;br /&gt;
[[File:BTWM1903Reload2.jpg|thumb|none|600px|Bolt forward, ejecting the empty clip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears in-game under its own name, as the specialty alternative weapon for the AEF Assault class.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:BeyondTheWire-TrenchGun1.jpg|thumb|none|600px|A Steam Store screecap of a Assault class soldier making his way through a dark trench with nothing but a shotgun as protection.]]&lt;br /&gt;
[[File:BTWM1897.jpg|thumb|none|600px|Speaking of which, the Trench Gun! Start posting your Trench Gun memes now!]]&lt;br /&gt;
[[File:BTWM1897Irons.jpg|thumb|none|600px|The simple irons of the Trench Gun, useful for close to mid-ish ranges. I wouldn't push it past 50 yards but you'd be surprised with how far 00 buckshot can hit.]]&lt;br /&gt;
[[File:BTWM1897Reload1.jpg|thumb|none|600px|After showing these dastardly sandbags what for, the reload starts by popping a shell into the open breech, closing it and..]]&lt;br /&gt;
[[File:BTWM1897Reload2.jpg|thumb|none|600px|Stuffing an extra 5 into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The &amp;quot;Fusil Mitrailleur Mle 1915 CSRG ''[[Chauchat]]''&amp;quot; is used by the French Republic's light machinegun team.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|none|400px|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWChauchat.jpg|thumb|none|600px|High on a bluff, a proud machinegunner stands with his boutique tube.]]&lt;br /&gt;
[[File:BTWChauchatSwing.jpg|thumb|none|600px|And the tube's forever swinging bipod. Accurate to the real world weapon, and mildly hilarious to watch.]]&lt;br /&gt;
[[File:BTWChauchatIrons.jpg|thumb|none|600px|The ironsof the Chauchat, a deep V notch offset to the left of the gun.]]&lt;br /&gt;
[[File:BTWChauchatReload1.jpg|thumb|none|600px|And the reload, which while interesting can be seen better in...]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat M1918==&lt;br /&gt;
The American [[Chauchat|.30-06 American Conversion]] variant of the Chauchat is available for the AEF.&lt;br /&gt;
[[File:Chauchatm1918.jpg|thumb|none|400px|Chauchat M1918 - .30-06]]&lt;br /&gt;
[[File:BTWM1918.jpg|thumb|none|600px|Its weird American sequel! You don't get a BAR, but you get this.]]&lt;br /&gt;
[[File:BTWM1918Irons.jpg|thumb|none|600px|The sights are similar, albeit the modified sights of the American versions of the Chauchat with a deeper cut notch due to accuracy issues with the initial models.]]&lt;br /&gt;
[[File:BTWM1918Reload1.jpg|thumb|none|600px|Here you can see the full reload of the Chauchat. First the bolt is racked back.]]&lt;br /&gt;
[[File:BTWM1918Reload2.jpg|thumb|none|600px|The empty mag is removed...]]&lt;br /&gt;
[[file:BTWM1918Reload3.jpg|thumb|none|600px|And the new mag inserted. The only difference between the Mle. 1915 and the M1918 is the American mag swap is done exclusively with the right hand, and before inserting the fresh mag he taps it on the receiver. For good measure.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the standard issue LMG of the BEF, and also appears in the various destroyed Mark IV tanks that decorate certain maps. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BTWLewisDraw.jpg|thumb|none|600px|Starting off with a flick of the safety...]]&lt;br /&gt;
[[File:BTWLewis.jpg|thumb|none|600px|We get ourselves a Lewis Gun, after a long wait.]]&lt;br /&gt;
[[File:BTWLewisIrons.jpg|thumb|none|600px|Looking through the slightly cluttered but very adjustable flip up sight of the Lewis.]]&lt;br /&gt;
[[File:BTWLewisReload1.jpg|thumb|none|600px|After expending the 47 round pan mag, we need to reload. First removing the old drum...]]&lt;br /&gt;
[[File:BTWLewisReload2.jpg|thumb|none|600px|Exposing the open receiver, and the details like the cooling fins inside the barrel jacket...]]&lt;br /&gt;
[[File:BTWLewisReload3.jpg|thumb|none|600px|Before slapping down a new pan magazine, running the bolt and going back to work.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
Fokker Dr. I triplanes appear in-game as map decorations, fitted with a pair of [[LMG 08/15]] machine guns.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The light machine guns for the Germans is the [[Madsen machine gun|Madsen M1902]], used by the German Empire's LMG team.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-Madsen1.jpg|thumb|none|600px|A Madsen lighting up a nighttime map from a screenshot shared on the game's Steam Store page.]]&lt;br /&gt;
[[File:BTWMadsenDraw.jpg|thumb|none|600px|Back in daytime, our lowly gunner points his Madsen skyward so we can see the flicking of the safety. Long and lateral.]]&lt;br /&gt;
[[File:BTWMadsen.jpg|thumb|none|600px|Can't be surprised the controls are weird, given the Madsen's 20+ year long history. Still here it is. Look at how shiny it is.]]&lt;br /&gt;
[[File:BTWMadsenIrons.jpg|thumb|none|600px|The iron sights are big, chunky and vibrate upon firing.]]&lt;br /&gt;
[[File:BTWMadsenReload1.jpg|thumb|none|600px|Plus after 30 rounds of full auto you need to reload. So you swap mags like...]]&lt;br /&gt;
[[File:BTWMadsenReload2.jpg|thumb|none|600px|This and tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08==&lt;br /&gt;
The [[Maxim MG08]] fitted with the ''Patronenkasten'' 16 belt drum and ''Panzermantel'' (armored jacket) with a barrel shield is the stationary HMG for the German Empire.&lt;br /&gt;
[[Image: MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:BeyondTheWire-MaximMG1.jpg|thumb|none|600px|A Steam Page screenshot showing a MG08 firing from a trench position.]]&lt;br /&gt;
[[File:BTWMG08Start.jpg|thumb|none|600px|And all it takes to get that kind of chaos is a tug on the charging handle.]]&lt;br /&gt;
[[File:BTWMG08.jpg|thumb|none|600px|Behold the beast of No Man's Land. Clad in rarely seen &amp;quot;Panzermantel&amp;quot; armor. Here for one thing.]]&lt;br /&gt;
[[File:BTWMG08Irons.jpg|thumb|none|600px|Killing enemies. A view down the sights, normally open if it wasn't for the small slot in the Panzermantel limiting your field of view.]]&lt;br /&gt;
[[File:BTWMG08Reload1.jpg|thumb|none|600px|Doesn't stop it from doing its job though, reloading starts with swapping the drums...]]&lt;br /&gt;
[[File:BTWMG08Reload2.jpg|thumb|none|600px|Before feeding in the belt and giving the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
The [[Vickers]] Mk. I appears in-game as the dedicated HMG for both the British and AEF, the latter representing the rarely seen Colt-Vickers M1915 machine gun.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Vickers1.jpg|thumb|none|600px|A Doughboy in a trailer fires a Vickers gun.]]&lt;br /&gt;
[[File:BTWVickersStart.jpg|thumb|none|600px|Getting the beast going with a charge of the charging handle. Charging it properly. Have I said charge enough yet?]]&lt;br /&gt;
[[File:BTWVickers.jpg|thumb|none|600px|Yeah I think I have.]]&lt;br /&gt;
[[File:BTWVickersIrons.jpg|thumb|none|600px|In comparison to the simpler sights of the WWII era Vickers, the game gives you the incredibly elaborate WWI era flip up sight. Sadly you can't flick through all of the aperture settings. Yet.]]&lt;br /&gt;
[[File:BTWVickersFiring.jpg|thumb|none|600px|Don't let that stop you from using the Vickers for what it was for! Suppressing fire!]]&lt;br /&gt;
[[File:BTWVickersReload1.jpg|thumb|none|600px|After firing many suppressions, the reload starts in Squad like fashion with a dramatic change of ammo cans.]]&lt;br /&gt;
[[File:BTWVickersReload2.jpg|thumb|none|600px|Feeding the beast with more .303...]]&lt;br /&gt;
[[File:BTWVickersReload3.jpg|thumb|none|600px|Before charging it and getting it ready to roll again.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Schießbecher 17==&lt;br /&gt;
The ''Karabingranate'' 1917 rifle grenades are fired from the Mauser ''Schießbecher für Gewehrgranate 17'', the German counterpart of the 1916 French Vivien-Bessière Tromblon (see below).&lt;br /&gt;
[[File:BeyondTheWire-Schießbecher1.jpg|thumb|none|600px|In another screenshot from the Steam Store, a German grenadier mounts his Karabingranate to his rifle...]]&lt;br /&gt;
[[File:BTWM1917Grenade.jpg|thumb|none|600px|As we do so now.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIdle.jpg|thumb|none|600px|The continuity wasn't intentional, but here we are. Cup on a stick.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIrons.jpg|thumb|none|600px|The &amp;quot;irons&amp;quot; of the Karabingranate. IE, your thumb.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload1.jpg|thumb|none|600px|And the reload, stuff a new grenade into the cup.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload2.jpg|thumb|none|600px|Before running the bolt. Note the LIVE bullet going into the chamber. While Post Scriptum and other games tend to show the loading of blanks into rifles running grenade launchers, Beyond The Wire doesn't. Suffice to say, don't do what you're seeing in front of you kids.]]&lt;br /&gt;
&lt;br /&gt;
==Vivien-Bessière Tromblon==&lt;br /&gt;
The Lebel rifles and the M1917's can be fitted with [[Viven-Bessières Rifle Grenade Launcher]]'s for their factions respective Grenadier class.]]&lt;br /&gt;
[[File:Lebel VB Memorial de Verdun.jpg|thumb|none|400px|[[Lebel Mle 1886]] rifle with Tromblon VB.]]&lt;br /&gt;
[[File:BTWVB.jpg|thumb|none|600px|First we affix the cup to the fancy stick.]]&lt;br /&gt;
[[File:BTWVBIrons.jpg|thumb|none|600px|Then we look out at what we want to blow up. The difference between &amp;quot;not aiming&amp;quot; and &amp;quot;aiming&amp;quot; boils down to not glaring at your soldier's thumb intensely.]]&lt;br /&gt;
[[file:BTWVBReload.jpg|thumb|none|600px|Before deleting something from existence and stuffing another grenade into the pipe.]]&lt;br /&gt;
[[File:BTWVBM1917.jpg|thumb|none|600px|And before you thought we were done, oh no we got another rifle to make into an explosive stick.]]&lt;br /&gt;
[[File:BTWVBM1917Idle.jpg|thumb|none|600px|The M1917 Enfield.]]&lt;br /&gt;
[[File:BTWVBM1917Irons.jpg|thumb|none|600px|Most of it functions the same as the French counterpart. Using the thumb to aim...]]&lt;br /&gt;
[[File:BTWVBM1917Reload1.jpg|thumb|none|600px|Stuffing a new grenade into the cup...]]&lt;br /&gt;
[[File:BTWVBM1917Reload2.jpg|thumb|none|600px|Making a terrible mistake by bolting a live round behind it. As you do.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==F1 Mle. 1916==&lt;br /&gt;
The [[F1 hand grenade]] appears in-game as the French Empire's grenade of choice.&lt;br /&gt;
[[Image:French F1 Mle 1916 Billant.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTwF1.jpg|thumb|none|600px|A Frenchman stares over No Man's Land with his spicy F1 lemon.]]&lt;br /&gt;
[[File:BTWF1Throw.jpg|thumb|none|600px|Lining up his arc for throwing...]]&lt;br /&gt;
[[File:BTWF1Yeet.jpg|thumb|none|600px|Watching him go...]]&lt;br /&gt;
[[File:BTWF1Kaboom.jpg|thumb|none|600px|And watching it go boom boom.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The classic [[Mills Bomb]] appears as the British Empire's grenade of choice.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|Mills Bomb]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 1 hand grenade==&lt;br /&gt;
The [[Mk 1 hand grenade]] is available for the AEF and Harlem Hellfighters as their grenade of choice.&lt;br /&gt;
[[Image:MkI-Frag.jpg|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTWMk1.jpg|thumb|none|600px|The rarely seen father to the classic Mk. 2 Pineapple grenade, the Mk. 1 in its chunky glory.]]&lt;br /&gt;
[[File:BTWMk1Throw.jpg|thumb|none|600px|Works about the same too, even if the soldier here is ignoring which side the pin is on. This is a running theme with a few of the other grenades in the game.]]&lt;br /&gt;
[[File:BTWMk1Yeet.jpg|thumb|none|600px|Still does the same job though.]]&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The [[Model 16 Stielhandgranate]], appears as the &amp;quot;M1916 Stielhandgranate&amp;quot;, comes with an early warhead from a [[Model 15 Stielhandgranate|Model 15]] which was not uncommon during WWI. A ''Geballte Ladung'' will be also available.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|350px|Model 16 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Preparing to raid an enemy trench requires unscrewing the bottom cap on the Model 16 here.]]&lt;br /&gt;
[[File:BTWModel16-2.jpg|thumb|none|600px|Little time consuming but a nice touch. Plus now, primed potato masher!]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Just gotta pull this cord here and...]]&lt;br /&gt;
[[File:BTWModel16YEET.jpg|thumb|none|600px|Throwing it! Note the magical grenade spoon that spawns that the Model 16 doesn't have. Don't question it. Imperial German magic.]]&lt;br /&gt;
&lt;br /&gt;
==Handnebelbombe==&lt;br /&gt;
The Handnebelbombe smoke grenade appears in-game under its own name, used by the German Empire.&lt;br /&gt;
[[File:Handnebelbombe.jpg|thumb|none|250px|Handnebelbombe.]]&lt;br /&gt;
[[File:BTWNebelsbombe.jpg|thumb|none|600px|And here it is. The Nebelsbombe. A tiny little ball with a wire sticking out of it.]]&lt;br /&gt;
[[File:BTWNebelsbombeThrow.jpg|thumb|none|600px|Twist the wires and...]]&lt;br /&gt;
[[File:BTWNebelsbombeWHEEEE.jpg|thumb|none|600px|THROW IT AWAY!]]&lt;br /&gt;
&lt;br /&gt;
==No. 27 Grenade==&lt;br /&gt;
The [[No. 27 Smoke Grenade]] appears in-game as the in-general smoke grenade for the BEF, AEF, Harlem Hellfighters, and the French Empire.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|250px|No. 27 Smoke Grenade]]&lt;br /&gt;
[[File:BTWNo27.jpg|thumb|none|600px|A French soldier holding a tin of be-, I mean a British smoke grenade.]]&lt;br /&gt;
[[File:BTWNo27Throw.jpg|thumb|none|600px|Throwing the can of smoke...]]&lt;br /&gt;
[[File:BTWNo27Away.jpg|thumb|none|600px|Watching it fly away...]]&lt;br /&gt;
[[File:BTWNo27Smoke.jpg|thumb|none|600px|And watching it smoke up the wasteland. Fun fact, it is a WP smoke grenade and you can theoretically burn your enemies with it. Fun facts!]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The [[7.7 cm Feldkanone 96 n. A.|Feldkanone 96]] appears as the German Empire's artillery piece of choice.&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:BTWFeldkanone.jpg|thumb|none|600px|A German soldier finds a gun. A very. Big. Gun.]]&lt;br /&gt;
[[File:BTWFeldkanoneDefault.jpg|thumb|none|600px|The &amp;quot;default&amp;quot; view of the Feldkanone, and most of the in-game direct fire artillery. Precision is a suggestion.]]&lt;br /&gt;
[[File:BTWFeldkanoneIron.jpg|thumb|none|600px|Taking the suggestion into account, taking a peek into the scope reveals a reticle with a thin cross hair flanked by a circle. Not accurate to the real gun, but shared between all of the other artillery pieces.]]&lt;br /&gt;
[[File:BTWFeldkanoneReload1.jpg|thumb|none|600px|Plus you came here for cool 1900's era artillery piece reload animations!]]&lt;br /&gt;
[[File:BTWFeldkanoneReload2.jpg|thumb|none|600px|I hope you did because they put a lot of work into these animations!]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:BeyondTheWire-SiegeHowitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 18 Pounder==&lt;br /&gt;
The Ordnance QF 18 Pounder appears as the standard artillery piece for the British Empire and the other Allied Powers.&lt;br /&gt;
[[Image:British 18 Pounder.jpg|thumb|none|400px|Ordnance QF 18-pounder Field Gun Mk II, Halifax, Nova Scotia]]&lt;br /&gt;
[[File:BTWQF13.jpg|thumb|none|600px|A Tommy gazes upon the regulation allowed Big Gun.]]&lt;br /&gt;
[[File:BTWQF13Stationary.jpg|thumb|none|600px|Getting behind the big gun reveals the same basic look as the earlier Feldkanone. They share the same scope view as well.]]&lt;br /&gt;
[[File:BTWQF13Reload1.jpg|thumb|none|600px|The big difference is the reload.]]&lt;br /&gt;
[[File:BTWQF13Reload2.jpg|thumb|none|600px|Nice detail innit.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1421022</id>
		<title>Beyond The Wire</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1421022"/>
		<updated>2021-05-30T15:33:10Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Beyond The Wire&lt;br /&gt;
|picture=BeyondtheWireCover.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=2021&lt;br /&gt;
|developer=Redstone Interactive&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Beyond The Wire''''' is an upcoming tactical team-based first-person shooter video game set in the First World War, developed by Redstone Interactive and published by Offworld Interactive, the creators of ''[[Squad]]'' and ''[[Post Scriptum]]''.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Released with the Alpha, the Colt [[M1911]] is available for the American Expeditionary Forces's Assault Class.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:BTWM1911Draw.jpg|thumb|none|600px|How to make every 1911 fan angry in one draw animation.]]&lt;br /&gt;
[[File:BTWM1911.jpg|thumb|none|600px|Yes, the hammer remains uncocked. And yes it bothers me as much as it bothers you.]]&lt;br /&gt;
[[File:BTWM1911Irons.jpg|thumb|none|600px|The irons of the M1911, quite a bit big for a version of the gun infamous for tiny sights.]]&lt;br /&gt;
[[File:BTWM1911LockedBack.jpg|thumb|none|600px|And after surviving the uncocked hammer for 7-8 rounds, the gun locks back to reveal the fact it CAN be cocked.]]&lt;br /&gt;
[[File:BTWM1911Reload1.jpg|thumb|none|600px|Don't think about it, don't think about it.]]&lt;br /&gt;
[[File:BTWM1911Reload2.jpg|thumb|none|600px|Just reload the thing and move on.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in-game as the &amp;quot;Pistole P08&amp;quot;, used by the German officer class as well as the German Assault Class.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BTWLugerDraw.jpg|thumb|none|600px|Drawing the Luger with a quick flick of the safety.]]&lt;br /&gt;
[[File:BTWLuger.jpg|thumb|none|600px|And revealing...A Luger. Very riveting stuff I know.]]&lt;br /&gt;
[[File:BTWLugerIrons.jpg|thumb|none|600px|Aiming it reveals Luger iron sights! Whimsy!]]&lt;br /&gt;
[[File:BTWLugerLockedOpen.jpg|thumb|none|600px|It does fully lock back on empty though, a nice touch.]]&lt;br /&gt;
[[File:BTWLugerReload1.jpg|thumb|none|600px|Even nicer is if you look closely here, you can see the barrel and front lockwork pushed back as part of the Luger's action. Very rare to see rendered.]]&lt;br /&gt;
[[File:BTWLugerReload2.jpg|thumb|none|600px|Also yeah, Luger reload, you know the drill here.]]&lt;br /&gt;
&lt;br /&gt;
===Artillery Model===&lt;br /&gt;
The [[Luger P08 Artillery Model]] is also available, dubbed the &amp;quot;Luger Lange Pistole P08&amp;quot; appears in two basic forms in-game. The more commonly seen version with a 32 round Trommelmagazin is used as an alternative weapon for the German Assault Class. And in a rarity for a video game, the Artillery Luger with normal 8 round mags is used by ''actual'' artillery troops. Yes, the Artillery Crewmen classes get access to it.&lt;br /&gt;
[[Image:Luger-P08ArtilleryWDrum.jpg|thumb|none|300px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare Trommelmagazin 08 snail drum magazine compatible with the Bergmann [[MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BTWLP08.jpg|thumb|none|600px|The Artillery Luger, which shares the same basic draw animation of its smaller brother.]]&lt;br /&gt;
[[File:BTWLP08Irons.jpg|thumb|none|600px|Irons, big and chunky mixing carbine with classic Luger.]]&lt;br /&gt;
[[File:BTWLP08Plink.jpg|thumb|none|600px|Which allows you to have a bit more fun than the normal Luger.]]&lt;br /&gt;
[[File:BTWLP08LockedOpen.jpg|thumb|none|600px|Too much fun.]]&lt;br /&gt;
[[File:BTWLP08Reload1.jpg|thumb|none|600px|Gotta solve that fun with a mag swap.]]&lt;br /&gt;
[[File:BTWLP08BigMag.jpg|thumb|none|600px|And here's another, entirely unrelated LP08. And how is it unrelated?]]&lt;br /&gt;
[[File:BTWLP08ReloadBigMag1.jpg|thumb|none|600px|Oh?]]&lt;br /&gt;
[[File:BTWLP08BigMagReload2.jpg|thumb|none|600px|OH!]]&lt;br /&gt;
[[File:BTWLP08BigMagReload3.jpg|thumb|none|600px|BIG!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] appears in-game as the main semi-automatic sidearm of the French Republic, called the &amp;quot;Ruby 1915&amp;quot; in-game. It's also used by the Harlem Hellfighters.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[File:BTWRubyDraw.jpg|thumb|none|600px|Disengaging the Ruby's frame mounted safety on the draw.]]&lt;br /&gt;
[[File:BTWRuby.jpg|thumb|none|600px|And the Ruby in its entirety. For a war with such distinct shapes, the Ruby looks downright svelte in comparison.]]&lt;br /&gt;
[[File:BTWRubyIrons.jpg|thumb|none|600px|The distinct triangle iron sights help it stand out a bit.]]&lt;br /&gt;
[[File:BTWRubyReload1.jpg|thumb|none|600px|After 9 rounds on .32 ACP, the reload starts by swapping the mag.]]&lt;br /&gt;
[[File:BTWRubyReload2.jpg|thumb|none|600px|Loading in the fresh mag, keeping in mind the Ruby's lack of a mag hold open...]]&lt;br /&gt;
[[File:BTWRubyReload3.jpg|thumb|none|600px|By racking the slide, showing the fluted barrel of the Ruby.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt M1917==&lt;br /&gt;
The American officer class and the Harlem Hellfighter's Assault Class has access to the [[M1917 Revolver]].&lt;br /&gt;
[[File:ColtModel1917ArmyEx.jpg|thumb|none|300px|Colt M1917 Revolver (Military issue with lanyard ring) - .45 ACP.]]&lt;br /&gt;
[[File:BeyondTheWire-M1917Revolver.jpg|thumb|none|600px|A group of AEF troops in the intro of a trailer prepare an attack, the one in the foreground armed with...]]&lt;br /&gt;
[[File:BTWM1917Draw.jpg|thumb|none|600px|A M1917! Here the revolver's being drawn. Beyond The Wire's revolvers operate in a quasi SA/DA manner. Upon the draw, the characters will cock the hammer.]]&lt;br /&gt;
[[File:BTWM1917.jpg|thumb|none|600px|Why? Looks cool I guess. Anyway, here's the M1917.]]&lt;br /&gt;
[[File:BTWM1917Irons.jpg|thumb|none|600px|And here's its iron sights, which is shared with most Colt revolvers for the next 50 years. That's heritage!]]&lt;br /&gt;
[[File:BTWM1917Reload1.jpg|thumb|none|600px|After the first shots, the gun will be run in DA for the remainder. Including here for the reload where the &amp;quot;empties&amp;quot; are extracted.]]&lt;br /&gt;
[[File:BTWM1917Reload2.jpg|thumb|none|600px|And fresh half moon clips are added. Just pretend you didn't see those clips with loaded rounds, ok?]]&lt;br /&gt;
&lt;br /&gt;
==MAS Mle. 1892==&lt;br /&gt;
The other sidearm for the French is the [[Mle 1892 Revolver]] and is named &amp;quot;Modéle 1892 Revolver&amp;quot;, primarily issued to officers.&lt;br /&gt;
[[Image:Mle 1892.jpg|thumb|none|300px|Modele d’Ordonnance Mle 1892 Revolver - 8x27mm SR]]&lt;br /&gt;
[[File:BTWMle1892.jpg|thumb|none|600px|Drawing the Mle 1892, like all of the other revolvers means cocking the hammer. For drama.]]&lt;br /&gt;
[[File:BTWMle1892Standard.jpg|thumb|none|600px|The Mle 1892, in its weirdly angled French glory.]]&lt;br /&gt;
[[File:BTWMle1892Irons.jpg|thumb|none|600px|Which extends to the sights even, including the distinctive globe front sight.]]&lt;br /&gt;
[[File:BTWMle1892BANG.jpg|thumb|none|600px|It has its uses. Note the hammer remains uncocked. Once the first shot is fired, every in-game revolver is run in DA for the remaining shots.]]&lt;br /&gt;
[[File:BTWMle1892Reload1.jpg|thumb|none|600px|After 5 more rounds of 8mm French Ordnance, the reload starts by flicking the cylinder out to the left and knocking out the empties...]]&lt;br /&gt;
[[File:BTWMle1892Reload2.jpg|thumb|none|600px|Before popping in new rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley Mk VI]] is the duty sidearm for the British faction, used by the Officer and Assault classes.&lt;br /&gt;
[[Image:Webley Mk VI.jpg|thumb|none|300px|Webley Mk. VI - .455 Webley]]&lt;br /&gt;
[[File:BTWWebleyDraw.jpg|thumb|none|600px|Off to mighty Flanders, came an English revolver one day...]]&lt;br /&gt;
[[File:BTWWebley.jpg|thumb|none|600px|Singing songs of Piccadi-. Alright I'll stop.]]&lt;br /&gt;
[[File:BTWWebleyIrons.jpg|thumb|none|600px|The iron sights of the Webley Mk. VI, large, chunky and prominent.]]&lt;br /&gt;
[[File:BTWWebleyReload1.jpg|thumb|none|600px|Plus a reload. Open the gun up and let the empties go flying out...]]&lt;br /&gt;
[[File:BTWWebleyReload2.jpg|thumb|none|600px|Stuff a Pritchard speed loader into its gaping maw.]]&lt;br /&gt;
[[File:BTWWebleyReload3.jpg|thumb|none|600px|And closing the entire thing shut with a quick snap.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Enfield M1917==&lt;br /&gt;
The [[M1917 Enfield]] appears as the standard issue rifle to the American Expeditionary Forces.&lt;br /&gt;
[[Image:M1917enfield.jpg|thumb|none|450px|M1917 Enfield - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Enfield1.jpg|thumb|none|600px|A Steam Store screenshot of a US Doughboy advancing on a nightmap, his M1917 illuminated by a red flare.]]&lt;br /&gt;
[[File:BTWM1917RifleDraw.jpg|thumb|none|600px|At the range, we have a normal non-red M1917.]]&lt;br /&gt;
[[File:BTWM1917RifleIrons.jpg|thumb|none|600px|With its distinctive large sights, sighting up targets is a breeze.]]&lt;br /&gt;
[[File:BTWM1917RifleReload1.jpg|thumb|none|600px|And its got an atypical reload; when empty, the Doughboy will strip five rounds in and add a sixth loose round, just like ''Battlefield 1''.]]&lt;br /&gt;
[[File:BTWM1917RifleReload2.jpg|thumb|none|600px|Shoving the bolt home. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield P14==&lt;br /&gt;
The [[Pattern 1914 Enfield]] is the scoped rifle for the British sniper class.&lt;br /&gt;
[[File:Pattern1914scoped.jpg|thumb|none|450px|M1914 Enfield with telescopic scope - .303 UK]]&lt;br /&gt;
[[File:BTWPattern14.jpg|thumb|none|600px|And now we get its bespoke British cousin, the Pattern 1914.]]&lt;br /&gt;
[[File:BTWPattern14Idle.jpg|thumb|none|600px|More specifically, the Pattern 1914 Mk I W (T) sniper variant. Fancy innit?]]&lt;br /&gt;
[[File:BTWPattern14Scope.jpg|thumb|none|600px|Looking down the scope view, we get a thin wire crosshair. Beyond The Wire gives all of its scoped rifles the same reticle, assuming to balance them out and this is one of those. The original Aldis scope for the (T) Pattern 14's was a heavy verticle post with a thin horizontal post that would become a trademark of British military sniper rifles for decades to come.]]&lt;br /&gt;
[[File:BTWPattern14Reload1.jpg|thumb|none|600px|Not letting incorrect sighting systems stop him, we whip the bolt of this rifle open...]]&lt;br /&gt;
[[File:BTWPattern14Reload2.jpg|thumb|none|600px|And stuff it full of .303 British ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
The standard infantry rifle for the BEF is the [[Lee-Enfield No.1 Mk.III]]. The in-game name incorrectly refers to it as a &amp;quot;*&amp;quot; model, despite the model portraying the earlier pattern.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|450px|Lee-Enfield No.1 Mk.III - .303 British.]]&lt;br /&gt;
[[File:BTWSMLEDraw.jpg|thumb|none|600px|Overlooking a bluff is the classic rifle of the British in WWI, the SMLE - note the cocking piece of the earlier model.]]&lt;br /&gt;
[[File:BTWSMLEIrons.jpg|thumb|none|600px|And its quintessential low, squat and functional iron sights.]]&lt;br /&gt;
[[File:BTWSMLEBolting.jpg|thumb|none|600px|In comparison to other games which like to pair Lee-Enfields with the famous &amp;quot;Mad Minute&amp;quot; bolt technique, Beyond The Wire doesn't. This is somewhat accurate to the war, as the elaborate musket training of the initial BEF was dropped from circulation as the war went on. It wouldn't be until after WWI that the concept of Mad Minute would come back into British cirriculum for training.]]&lt;br /&gt;
[[File:BTWSMLEReload1.jpg|thumb|none|600px|Still, doesn't stop the rifle from being functional. And now to reload it by cracking it open...]]&lt;br /&gt;
[[File:BTWSMLEReload2.jpg|thumb|none|600px|Stuffing in 2 5-round stripper clips...]]&lt;br /&gt;
[[File:BTWSMLEReload3.jpg|thumb|none|600px|And shutting the bolt with a nice chunky thunk.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
The [[Lebel 1886]], in-game name &amp;quot;Fusil Mle 1886/M93 ''Lebel''&amp;quot;, is the main rifle of the French Republic and as a placeholder for the Harlem Hellfighters until a Berthier Model 1907-15 is added. A scoped model fitting the APX Mle 1917 scope is also available to the French Empire's marksman class.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50Rmm]]&lt;br /&gt;
[[File:BeyondTheWire-Lebel1.jpg|thumb|none|600px|An Alpha screenshot of a cramped trench filled with French soldiers, featuring...]]&lt;br /&gt;
[[File:BTWLebel.jpg|thumb|none|600px|A Lebel! Lebel Modele 1886/M93 if you want to be correct. But a Lebel nonetheless.]]&lt;br /&gt;
[[File:BTWLebelIrons.jpg|thumb|none|600px|Featuring fun inclusions like relatively squared off iron sights! For a gun predating sliced bread, that's very nice.]]&lt;br /&gt;
[[File:BTWLebelReload.jpg|thumb|none|600px|And what is a video game Lebel without an elaborate reload animation?]]&lt;br /&gt;
[[File:BTWLebelReload2.jpg|thumb|none|600px|Open breech, stuff tube with 8 rounds of 8x50 Lebel ammo...]]&lt;br /&gt;
[[File:BTWLebelReload3.jpg|thumb|none|600px|And close it shut!]]&lt;br /&gt;
[[Image:Apx1917 1.jpg|thumb|none|400px|Scoped Lebel M1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWLebelAPX.jpg|thumb|none|600px|And if that wasn't enough, there's the fun scoped version!]]&lt;br /&gt;
[[File:BTWLebelAPXIrons.jpg|thumb|none|600px|Which ditches the classic chevron reticle of the legitimate APX scopes for the standard wire crosshair. Sad!]]&lt;br /&gt;
[[File:BTWLebelAPXReload.jpg|thumb|none|600px|And you know what happens from here.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] will be the standard rifle for the German faction and it is seen named &amp;quot;Gewehr 1898&amp;quot; in the Alpha. A scoped version will be also available with the ''Glasvisier'' 16, like in ''[[Screaming Steel: 1914-1918]]''. The Seitengewehr 98/05 bayonet appears both as an option mounted to the rifle, and as the &amp;quot;Bayonet&amp;quot; melee weapon given out to a variety of classes.&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98-1.jpg|thumb|none|600px|A line of German soldiers with their issued G1898 rifles.]]&lt;br /&gt;
[[File:BTWG1898.jpg|thumb|none|600px|Speaking of which. Note the bright metal receiver and bolt assembly, accurate for WWI-era Gewehr 1898's.]]&lt;br /&gt;
[[File:BTWG1898Irons.jpg|thumb|none|600px|The iconic, cramped sights of the original Gewehr 1898.]]&lt;br /&gt;
[[File:BTWG1898IronsCycling.jpg|thumb|none|600px|Doesn't stop you from shooting stuff, though.]]&lt;br /&gt;
[[File:BTWG1898Decocked.jpg|thumb|none|600px|After 5 rounds of 8mm Mauser, you're greeted by this image of a decocked Gewehr 1898. Nice touch.]]&lt;br /&gt;
[[File:BTWG1898Reload1.jpg|thumb|none|600px|And before long, opening up the action for...]]&lt;br /&gt;
[[File:BTWG1898Reload2.jpg|thumb|none|600px|5 rounds of 8mm Mauser are stuffed into the action.]]&lt;br /&gt;
[[File:Gewehr1898Glasvisier16.jpg|thumb|none|450px|A Mauser Gewehr 1898 fitted with a Zeiss Glasvisier 16 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98Scoped1.jpg|thumb|none|600px|A German sniper armed with his 1898 fitted with the Glasvisier scope in a Alpha trailer.]]&lt;br /&gt;
[[File:BTWG1898Glasvisier.jpg|thumb|none|600px|And here's the money shot. The rarely seen Glasvisier 16 scope.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierScope.jpg|thumb|none|600px|And a look down the scope view. This view with a thin wirey crosshair is incorrect to the Glasvisier. The scope in real life is a 2.5x bifocal lens that would focus on the small triangle cover placed on the iron sight, which is rendered on the in-game model as you can see. That would be the point of aim for soldiers to use in the field. Naturally the system was found to be quite clunky and dropped in favor of far more normal 4x and 6x traditional scopes. In-game, this system is ditched for a simple, albeit inaccurate crosshair.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload1.jpg|thumb|none|600px|Disappointment immeasurable, day ruined, the reload continues as it did normally. Insert clip.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload2.jpg|thumb|none|600px|Go knuckle deep to insert all of the rounds, don't laugh.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload3.jpg|thumb|none|600px|Before very DRAMATICALLY throwing the bolt closed.]]&lt;br /&gt;
[[Image:SG98-05bayonet.jpg|thumb|none|400px|Seitengewehr 98/05 bayonet, nicknamed &amp;quot;Butcher's Blade&amp;quot; by Allied soldiers.]]&lt;br /&gt;
[[File:BTWG1898Bayonet.jpg|thumb|none|600px|Mounting the bayonet reveals that while it is a 98/05, it's a &amp;quot;ground&amp;quot; model. Following rumors of Allied soldiers executing Germans caught with &amp;quot;Butcher blades&amp;quot;, thousands of German soldiers began to grind off the saw back parts of their bayonets to prevent their execution if they were captured. No reports have ever been substantiated in this happening, but it's a neat touch to see rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle. 1917==&lt;br /&gt;
A [[R.S.C. Mle 1917]] was added in the 0.9 Update as the alternative weapon for the French Empire's Assault Class.&lt;br /&gt;
[[Image:R.S.C._Model_1917.jpg‎|thumb|none|450px|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BTWMle1917draw.jpg|thumb|none|600px|Equipping the R.S.C by flicking off the safety.]]&lt;br /&gt;
[[File:BTWMlt1917.jpg|thumb|none|600px|The R.S.C in all its chunky glory.]]&lt;br /&gt;
[[File:BTWMle1917Irons.jpg|thumb|none|600px|And its chunky and tiny sights.]]&lt;br /&gt;
[[File:BTWMle1917Reload1.jpg|thumb|none|600px|Reloading the R.S.C first by opening up the magazine and removing the empty clip.]]&lt;br /&gt;
[[File:BTWMle1917Reload2.jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BTWMle1917Reload3.jpg|thumb|none|600px|And racking the charging handle with a good ol' tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield 1903==&lt;br /&gt;
While the [[M1917 Enfield]] is accurately portrayed as the main armament of the AEF, the [[Springfield M1903]] still makes an appearance in-game as the rifle of choice for the AEF's marksman with a Warner and Swasey scope.&lt;br /&gt;
[[File:Springfield1903ScopedWarnerAndSwasey.jpg|thumb|none|450px|A Springfield M1903 fitted with a WWI vintage Warner and Swasey scope - .30-06 Springfield]]&lt;br /&gt;
[[File:BTWM1903Draw.jpg|thumb|none|600px|Outproduced by the M1917 but not out entirely, a Doughboy flicks the safety off of his M1903 Springfield rifle.]]&lt;br /&gt;
[[File:BTWM1903.jpg|thumb|none|600px|And there it is, the M1903 with the full Warner and Swasey scope in all of its chunky glory. Looks like a Brownie camera got screwed onto the side of it.]]&lt;br /&gt;
[[File:BTWM1903Irons.jpg|thumb|none|600px|And the scope view. Like the other scoped rifles, it uses a default wire crosshair. In this case, this is the most accurate of the 4 scoped rifles in-game. The Warner and Swasey scope was just a simple wire crosshair. The only thing missing is a few range finder marks on the bottom left view of the scope.]]&lt;br /&gt;
[[File:BTWM1903Irons2.jpg|thumb|none|600px|Plus given this scope misses the W&amp;amp;S's eye cup (commonly lost in the field), you can watch the scope view bob around as you cycle the rifle.]]&lt;br /&gt;
[[File:BTWM1903Reload1.jpg|thumb|none|600px|You should know the drill from here. Clip in gun.]]&lt;br /&gt;
[[File:BTWM1903Reload2.jpg|thumb|none|600px|Bolt forward, ejecting the empty clip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears in-game under its own name, as the specialty alternative weapon for the AEF Assault class.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:BeyondTheWire-TrenchGun1.jpg|thumb|none|600px|A Steam Store screecap of a Assault class soldier making his way through a dark trench with nothing but a shotgun as protection.]]&lt;br /&gt;
[[File:BTWM1897.jpg|thumb|none|600px|Speaking of which, the Trench Gun! Start posting your Trench Gun memes now!]]&lt;br /&gt;
[[File:BTWM1897Irons.jpg|thumb|none|600px|The simple irons of the Trench Gun, useful for close to mid-ish ranges. I wouldn't push it past 50 yards but you'd be surprised with how far 00 buckshot can hit.]]&lt;br /&gt;
[[File:BTWM1897Reload1.jpg|thumb|none|600px|After showing these dastardly sandbags what for, the reload starts by popping a shell into the open breech, closing it and..]]&lt;br /&gt;
[[File:BTWM1897Reload2.jpg|thumb|none|600px|Stuffing an extra 5 into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The &amp;quot;Fusil Mitrailleur Mle 1915 CSRG ''[[Chauchat]]''&amp;quot; is used by the French Republic's light machinegun team.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|none|400px|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWChauchat.jpg|thumb|none|600px|High on a bluff, a proud machinegunner stands with his boutique tube.]]&lt;br /&gt;
[[File:BTWChauchatSwing.jpg|thumb|none|600px|And the tube's forever swinging bipod. Accurate to the real world weapon, and mildly hilarious to watch.]]&lt;br /&gt;
[[File:BTWChauchatIrons.jpg|thumb|none|600px|The ironsof the Chauchat, a deep V notch offset to the left of the gun.]]&lt;br /&gt;
[[File:BTWChauchatReload1.jpg|thumb|none|600px|And the reload, which while interesting can be seen better in...]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat M1918==&lt;br /&gt;
The American [[Chauchat|.30-06 American Conversion]] variant of the Chauchat is available for the AEF.&lt;br /&gt;
[[File:Chauchatm1918.jpg|thumb|none|400px|Chauchat M1918 - .30-06]]&lt;br /&gt;
[[File:BTWM1918.jpg|thumb|none|600px|Its weird American sequel! You don't get a BAR, but you get this.]]&lt;br /&gt;
[[File:BTWM1918Irons.jpg|thumb|none|600px|The sights are similar, albeit the modified sights of the American versions of the Chauchat with a deeper cut notch due to accuracy issues with the initial models.]]&lt;br /&gt;
[[File:BTWM1918Reload1.jpg|thumb|none|600px|Here you can see the full reload of the Chauchat. First the bolt is racked back.]]&lt;br /&gt;
[[File:BTWM1918Reload2.jpg|thumb|none|600px|The empty mag is removed...]]&lt;br /&gt;
[[file:BTWM1918Reload3.jpg|thumb|none|600px|And the new mag inserted. The only difference between the Mle. 1915 and the M1918 is the American mag swap is done exclusively with the right hand, and before inserting the fresh mag he taps it on the receiver. For good measure.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the standard issue LMG of the BEF, and also appears in the various destroyed Mark IV tanks that decorate certain maps. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BTWLewisDraw.jpg|thumb|none|600px|Starting off with a flick of the safety...]]&lt;br /&gt;
[[File:BTWLewis.jpg|thumb|none|600px|We get ourselves a Lewis Gun, after a long wait.]]&lt;br /&gt;
[[File:BTWLewisIrons.jpg|thumb|none|600px|Looking through the slightly cluttered but very adjustable flip up sight of the Lewis.]]&lt;br /&gt;
[[File:BTWLewisReload1.jpg|thumb|none|600px|After expending the 47 round pan mag, we need to reload. First removing the old drum...]]&lt;br /&gt;
[[File:BTWLewisReload2.jpg|thumb|none|600px|Exposing the open receiver, and the details like the cooling fins inside the barrel jacket...]]&lt;br /&gt;
[[File:BTWLewisReload3.jpg|thumb|none|600px|Before slapping down a new pan magazine, running the bolt and going back to work.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
Fokker Dr. I triplanes appear in-game as map decorations, fitted with a pair of [[LMG 08/15]] machine guns.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The light machine guns for the Germans is the [[Madsen machine gun|Madsen M1902]], used by the German Empire's LMG team.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-Madsen1.jpg|thumb|none|600px|A Madsen lighting up a nighttime map from a screenshot shared on the game's Steam Store page.]]&lt;br /&gt;
[[File:BTWMadsenDraw.jpg|thumb|none|600px|Back in daytime, our lowly gunner points his Madsen skyward so we can see the flicking of the safety. Long and lateral.]]&lt;br /&gt;
[[File:BTWMadsen.jpg|thumb|none|600px|Can't be surprised the controls are weird, given the Madsen's 20+ year long history. Still here it is. Look at how shiny it is.]]&lt;br /&gt;
[[File:BTWMadsenIrons.jpg|thumb|none|600px|The iron sights are big, chunky and vibrate upon firing.]]&lt;br /&gt;
[[File:BTWMadsenReload1.jpg|thumb|none|600px|Plus after 30 rounds of full auto you need to reload. So you swap mags like...]]&lt;br /&gt;
[[File:BTWMadsenReload2.jpg|thumb|none|600px|This and tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08==&lt;br /&gt;
The [[Maxim MG08]] fitted with the ''Patronenkasten'' 16 belt drum and ''Panzermantel'' (armored jacket) with a barrel shield is the stationary HMG for the German Empire.&lt;br /&gt;
[[Image: MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:BeyondTheWire-MaximMG1.jpg|thumb|none|600px|A Steam Page screenshot showing a MG08 firing from a trench position.]]&lt;br /&gt;
[[File:BTWMG08Start.jpg|thumb|none|600px|And all it takes to get that kind of chaos is a tug on the charging handle.]]&lt;br /&gt;
[[File:BTWMG08.jpg|thumb|none|600px|Behold the beast of No Man's Land. Clad in rarely seen &amp;quot;Panzermantel&amp;quot; armor. Here for one thing.]]&lt;br /&gt;
[[File:BTWMG08Irons.jpg|thumb|none|600px|Killing enemies. A view down the sights, normally open if it wasn't for the small slot in the Panzermantel limiting your field of view.]]&lt;br /&gt;
[[File:BTWMG08Reload1.jpg|thumb|none|600px|Doesn't stop it from doing its job though, reloading starts with swapping the drums...]]&lt;br /&gt;
[[File:BTWMG08Reload2.jpg|thumb|none|600px|Before feeding in the belt and giving the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
The [[Vickers]] Mk. I appears in-game as the dedicated HMG for both the British and AEF, the latter representing the rarely seen Colt-Vickers M1915 machine gun.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Vickers1.jpg|thumb|none|600px|A Doughboy in a trailer fires a Vickers gun.]]&lt;br /&gt;
[[File:BTWVickersStart.jpg|thumb|none|600px|Getting the beast going with a charge of the charging handle. Charging it properly. Have I said charge enough yet?]]&lt;br /&gt;
[[File:BTWVickers.jpg|thumb|none|600px|Yeah I think I have.]]&lt;br /&gt;
[[File:BTWVickersIrons.jpg|thumb|none|600px|In comparison to the simpler sights of the WWII era Vickers, the game gives you the incredibly elaborate WWI era flip up sight. Sadly you can't flick through all of the aperture settings. Yet.]]&lt;br /&gt;
[[File:BTWVickersFiring.jpg|thumb|none|600px|Don't let that stop you from using the Vickers for what it was for! Suppressing fire!]]&lt;br /&gt;
[[File:BTWVickersReload1.jpg|thumb|none|600px|After firing many suppressions, the reload starts in Squad like fashion with a dramatic change of ammo cans.]]&lt;br /&gt;
[[File:BTWVickersReload2.jpg|thumb|none|600px|Feeding the beast with more .303...]]&lt;br /&gt;
[[File:BTWVickersReload3.jpg|thumb|none|600px|Before charging it and getting it ready to roll again.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Schießbecher 17==&lt;br /&gt;
The ''Karabingranate'' 1917 rifle grenades are fired from the Mauser ''Schießbecher für Gewehrgranate 17'', the German counterpart of the 1916 French Vivien-Bessière Tromblon (see below).&lt;br /&gt;
[[File:BeyondTheWire-Schießbecher1.jpg|thumb|none|600px|In another screenshot from the Steam Store, a German grenadier mounts his Karabingranate to his rifle...]]&lt;br /&gt;
[[File:BTWM1917Grenade.jpg|thumb|none|600px|As we do so now.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIdle.jpg|thumb|none|600px|The continuity wasn't intentional, but here we are. Cup on a stick.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIrons.jpg|thumb|none|600px|The &amp;quot;irons&amp;quot; of the Karabingranate. IE, your thumb.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload1.jpg|thumb|none|600px|And the reload, stuff a new grenade into the cup.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload2.jpg|thumb|none|600px|Before running the bolt. Note the LIVE bullet going into the chamber. While Post Scriptum and other games tend to show the loading of blanks into rifles running grenade launchers, Beyond The Wire doesn't. Suffice to say, don't do what you're seeing in front of you kids.]]&lt;br /&gt;
&lt;br /&gt;
==Vivien-Bessière Tromblon==&lt;br /&gt;
The Lebel rifles and the M1917's can be fitted with [[Viven-Bessières Rifle Grenade Launcher]]'s for their factions respective Grenadier class.]]&lt;br /&gt;
[[File:Lebel VB Memorial de Verdun.jpg|thumb|none|400px|[[Lebel Mle 1886]] rifle with Tromblon VB.]]&lt;br /&gt;
[[File:BTWVB.jpg|thumb|none|600px|First we affix the cup to the fancy stick.]]&lt;br /&gt;
[[File:BTWVBIrons.jpg|thumb|none|600px|Then we look out at what we want to blow up. The difference between &amp;quot;not aiming&amp;quot; and &amp;quot;aiming&amp;quot; boils down to not glaring at your soldier's thumb intensely.]]&lt;br /&gt;
[[file:BTWVBReload.jpg|thumb|none|600px|Before deleting something from existence and stuffing another grenade into the pipe.]]&lt;br /&gt;
[[File:BTWVBM1917.jpg|thumb|none|600px|And before you thought we were done, oh no we got another rifle to make into an explosive stick.]]&lt;br /&gt;
[[File:BTwVBM1917Idle.jpg|thumb|none|600px|The M1917 Enfield.]]&lt;br /&gt;
[[File:BTWVBM1917Irons.jpg|thumb|none|600px|Most of it functions the same as the French counterpart. Using the thumb to aim...]]&lt;br /&gt;
[[File:BTWVBM1917Reload1.jpg|thumb|none|600px|Stuffing a new grenade into the cup...]]&lt;br /&gt;
[[File:BTWVBM1917Reload2.jpg|thumb|none|600px|Making a terrible mistake by bolting a live round behind it. As you do.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==F1 Mle. 1916==&lt;br /&gt;
The [[F1 hand grenade]] appears in-game as the French Empire's grenade of choice.&lt;br /&gt;
[[Image:French F1 Mle 1916 Billant.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTwF1.jpg|thumb|none|600px|A Frenchman stares over No Man's Land with his spicy F1 lemon.]]&lt;br /&gt;
[[File:BTWF1Throw.jpg|thumb|none|600px|Lining up his arc for throwing...]]&lt;br /&gt;
[[File:BTWF1Yeet.jpg|thumb|none|600px|Watching him go...]]&lt;br /&gt;
[[File:BTWF1Kaboom.jpg|thumb|none|600px|And watching it go boom boom.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The classic [[Mills Bomb]] appears as the British Empire's grenade of choice.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|Mills Bomb]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 1 hand grenade==&lt;br /&gt;
The [[Mk 1 hand grenade]] is available for the AEF and Harlem Hellfighters as their grenade of choice.&lt;br /&gt;
[[Image:MkI-Frag.jpg|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTWMk1.jpg|thumb|none|600px|The rarely seen father to the classic Mk. 2 Pineapple grenade, the Mk. 1 in its chunky glory.]]&lt;br /&gt;
[[File:BTWMk1Throw.jpg|thumb|none|600px|Works about the same too, even if the soldier here is ignoring which side the pin is on. This is a running theme with a few of the other grenades in the game.]]&lt;br /&gt;
[[File:BTWMk1Yeet.jpg|thumb|none|600px|Still does the same job though.]]&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The [[Model 16 Stielhandgranate]], appears as the &amp;quot;M1916 Stielhandgranate&amp;quot;, comes with an early warhead from a [[Model 15 Stielhandgranate|Model 15]] which was not uncommon during WWI. A ''Geballte Ladung'' will be also available.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|350px|Model 16 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Preparing to raid an enemy trench requires unscrewing the bottom cap on the Model 16 here.]]&lt;br /&gt;
[[File:BTWModel16-2.jpg|thumb|none|600px|Little time consuming but a nice touch. Plus now, primed potato masher!]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Just gotta pull this cord here and...]]&lt;br /&gt;
[[File:BTWModel16YEET.jpg|thumb|none|600px|Throwing it! Note the magical grenade spoon that spawns that the Model 16 doesn't have. Don't question it. Imperial German magic.]]&lt;br /&gt;
&lt;br /&gt;
==Handnebelbombe==&lt;br /&gt;
The Handnebelbombe smoke grenade appears in-game under its own name, used by the German Empire.&lt;br /&gt;
[[File:Handnebelbombe.jpg|thumb|none|250px|Handnebelbombe.]]&lt;br /&gt;
[[File:BTWNebelsbombe.jpg|thumb|none|600px|And here it is. The Nebelsbombe. A tiny little ball with a wire sticking out of it.]]&lt;br /&gt;
[[File:BTWNebelsbombeThrow.jpg|thumb|none|600px|Twist the wires and...]]&lt;br /&gt;
[[File:BTWNebelsbombeWHEEE.jpg|thumb|none|600px|THROW IT AWAY!]]&lt;br /&gt;
&lt;br /&gt;
==No. 27 Grenade==&lt;br /&gt;
The [[No. 27 Smoke Grenade]] appears in-game as the in-general smoke grenade for the BEF, AEF, Harlem Hellfighters, and the French Empire.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|250px|No. 27 Smoke Grenade]]&lt;br /&gt;
[[File:BTWNo27.jpg|thumb|none|600px|A French soldier holding a tin of be-, I mean a British smoke grenade.]]&lt;br /&gt;
[[File:BTWNo27Throw.jpg|thumb|none|600px|Throwing the can of smoke...]]&lt;br /&gt;
[[File:BTWNo27Away.jpg|thumb|none|600px|Watching it fly away...]]&lt;br /&gt;
[[File:BTWNo27Smoke.jpg|thumb|none|600px|And watching it smoke up the wasteland. Fun fact, it is a WP smoke grenade and you can theoretically burn your enemies with it. Fun facts!]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The [[7.7 cm Feldkanone 96 n. A.|Feldkanone 96]] appears as the German Empire's artillery piece of choice.&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:BTWFeldkanone.jpg|thumb|none|600px|A German soldier finds a gun. A very. Big. Gun.]]&lt;br /&gt;
[[File:BTWFeldkanoneDefault.jpg|thumb|none|600px|The &amp;quot;default&amp;quot; view of the Feldkanone, and most of the in-game direct fire artillery. Precision is a suggestion.]]&lt;br /&gt;
[[File:BTWFeldkanoneIron.jpg|thumb|none|600px|Taking the suggestion into account, taking a peek into the scope reveals a reticle with a thin cross hair flanked by a circle. Not accurate to the real gun, but shared between all of the other artillery pieces.]]&lt;br /&gt;
[[File:BTWFeldkanoneReload1.jpg|thumb|none|600px|Plus you came here for cool 1900's era artillery piece reload animations!]]&lt;br /&gt;
[[File:BTWFeldkanoneReload2.jpg|thumb|none|600px|I hope you did because they put a lot of work into these animations!]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:BeyondTheWire-SiegeHowitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 18 Pounder==&lt;br /&gt;
The Ordnance QF 18 Pounder appears as the standard artillery piece for the British Empire and the other Allied Powers.&lt;br /&gt;
[[Image:British 18 Pounder.jpg|thumb|none|400px|Ordnance QF 18-pounder Field Gun Mk II, Halifax, Nova Scotia]]&lt;br /&gt;
[[File:BTWQF13.jpg|thumb|none|600px|A Tommy gazes upon the regulation allowed Big Gun.]]&lt;br /&gt;
[[File:BTWQF13Stationary.jpg|thumb|none|600px|Getting behind the big gun reveals the same basic look as the earlier Feldkanone. They share the same scope view as well.]]&lt;br /&gt;
[[File:BTWQF13Reload1.jpg|thumb|none|600px|The big difference is the reload.]]&lt;br /&gt;
[[File:BTWQF13Reload2.jpg|thumb|none|600px|Nice detail innit.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Squad&amp;diff=1417571</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Squad&amp;diff=1417571"/>
		<updated>2021-05-17T01:47:15Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: I don't know why the C7 and C8 have broken images and im too scared to ask&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Squad&lt;br /&gt;
|picture=Squadlogo_black_hires.jpg&lt;br /&gt;
|date=December 15, 2015 (Early Access) September 23, 2020 (Official Release)&lt;br /&gt;
|developer=Offworld Industries&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Squad''''' is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The [http://joinsquad.com/faq stated goal] of ''Squad'' is to create a &amp;quot;tactical first person shooter built around teamwork and cooperation&amp;quot;. It is a spiritual successor to the award-winning ''[[Project Reality]]'' modification for ''[[Battlefield 2]]'', with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the main game was developed from 2015 and finally released in 2020. It was originally available as a Steam Early Access title. The developers intend on continuing support and development of the game with additional factions, weapons, vehicles, and levels.&lt;br /&gt;
&lt;br /&gt;
There are two historical set titles derived from ''Squad'''s &amp;quot;OWI Core&amp;quot; UE4 framework, the WWII-set ''[[Post Scriptum]]'' (released in 2018) and the upcoming WWI-set ''[[Beyond The Wire]].''&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;
=Overview=&lt;br /&gt;
''Squad'' simulates engagements across many different theaters involving the US Army, Ground Forces of the Russian Federation, British Army, Canadian Army, Insurgents, and the Irregular Militia Forces (referred to as &amp;quot;Militia&amp;quot; for brevity). The official V1.0 release in 2020 introduced the Middle Eastern Alliance (MEA), a spiritual successor to ''PR'''s MEC, based on the Iranian and Turkish armed forces. In a game of ''Squad'', players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. Specialist kits may either have squad-level or team-wide role limitations, and may only be made available when the squad (and team) has reached a minimum size. The roles in ''Squad'' are:&lt;br /&gt;
&lt;br /&gt;
*Squad/Cell Leader, the head of the squad with the ability to place rally points, forward operating bases (FOBs) and deployables.&lt;br /&gt;
*Rifleman/Fighter, who is equipped with a standard loadout for general purpose combat.&lt;br /&gt;
*Automatic Rifleman, who is equipped with a light machine gun for providing direct fire support and suppression.&lt;br /&gt;
*Machine Gunner, who is equipped with a medium machine gun to provide sustained medium to long range direct fire support and suppression.&lt;br /&gt;
*Medic, who is capable of reviving and healing incapacitated/wounded teammates.&lt;br /&gt;
*Lead Crewman, who is almost similar to the crewman below, but is also capable of deploying rally points, FOBs and deployables.&lt;br /&gt;
*Crewman, who is given a stripped-down loadout for self-defense, and is capable of operating heavier vehicles.&lt;br /&gt;
*Grenadier, who is capable of providing indirect fire support with launched grenades and marking targets with smoke grenades.&lt;br /&gt;
*Light Anti Tank, who is equipped with rocket launchers to eliminate light vehicles and entrenched enemies.&lt;br /&gt;
*Heavy Anti Tank, who is equipped with anti-tank rocket launchers to eliminate heavily armored vehicles.&lt;br /&gt;
*Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.&lt;br /&gt;
*Raider, who is equipped with a submachine gun and grenades for close quarter combat.&lt;br /&gt;
*Sapper (formerly Scout), who is equipped with binoculars, mines, TNTs and IEDs for scouting enemy positions and explosives for setting up ambushes.&lt;br /&gt;
*Combat Engineer, who is equipped with anti-tank mines and C4 for sabotage behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Reserve ammunition is tracked in individual magazines, and reloading while partially empty will return the magazine to the player's inventory. The player's lower body is fully visible in first person by looking down. Most weapon-related actions in ''Squad'' are fully animated with full arm animations, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.&lt;br /&gt;
&lt;br /&gt;
Zeroing in ''Squad'' closely simulates reality, with animated zeroing adjustments and ranging options that reflect the ranging options on the sights of the real weapons. Changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P320==&lt;br /&gt;
The [[SIG-Sauer P320]] appears in ''Squad'' disguised as the newly adopted sidearm of the US Army, the &amp;quot;M17 Modular Handgun System&amp;quot;. It is available to the US Army squad leader, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.&lt;br /&gt;
[[file:SIGP320.jpg|thumb|none|350px|SIG-Sauer P320 (full size) - 9x19mm]]&lt;br /&gt;
[[File:SIG-P320-FS-MHS.jpg|thumb|none|350px|XM17 MHS with 21-round magazine for comparison - 9x19mm]]&lt;br /&gt;
[[file:Squad M17.jpg|thumb|none|600px|The SIG-Sauer P320 in first person - the two-tone finish and lack of a manual safety ominously warns the player that the US Army may have messed up their Amazon order.]]&lt;br /&gt;
[[file:Squad M17 ADS.jpg|thumb|none|600px|Aiming down the sights as the player coaxes a target into giving him lunch money.]]&lt;br /&gt;
[[file:Squad ADS Reload.jpg|thumb|none|600px|Having brutally killed said target and his two friends, he reloads his empty P320 - note the tilted barrel, a nice touch that often goes unnoticed in many titles.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1== &lt;br /&gt;
The [[Beretta M9A1]] appears in ''Squad'' as the &amp;quot;M9A1 Beretta&amp;quot;. It is available to all US Army classes less the squad leader, rifleman, grenadier, light anti-tank, heavy anti-tank and combat engineer, and feeds from 15-round box magazines. Note that the M9A1 is not adopted by the US Army, but rather by the US Marine Corps in small numbers.&lt;br /&gt;
&lt;br /&gt;
While not visible in the current reload animations, the magazine markings read ''MAS CAL 9 PARA'' / ''FABRIQUE SOUS LICENSE BERETTA'' (&amp;quot;manufactured under a Beretta license&amp;quot;), making it a [[Beretta 92 pistol series#PAMAS G1|PAMAS G1]] magazine (French copy of the Beretta 92FS).&lt;br /&gt;
[[file:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[file:Squad m9a1 hold.jpg|thumb|none|600px|The Beretta M9A1 in first person.]]	&lt;br /&gt;
[[file:Squad_m9a1_sights.jpg|thumb|none|600px|Aiming down the sights.]]	&lt;br /&gt;
[[file:Squad_m9a1_reload.jpg|thumb|none|600px|Reloading the M9A1.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443==&lt;br /&gt;
The [[MP-443 Grach|MP-443]] Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the [[Squad#Beretta M9A1|M9A1]], the marksman, crewman and lead crewman get an extra magazine each.&lt;br /&gt;
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[file:Squad mp443 hold.jpg|thumb|none|600px|The MP-443 in first person.]] &lt;br /&gt;
[[file:Squad_mp443_sights.jpg|thumb|none|600px|Aiming down the sights.]] &lt;br /&gt;
[[file:Squad_mp443_reload.jpg|thumb|none|600px|Reloading the MP-443.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in ''Squad'' under the British Designation of &amp;quot;L131A1 General Service Pistol&amp;quot;. It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the [[Squad#Beretta M9A1|M9A1]] and [[Squad#MP-443 Grach|MP-443 Grach]], the marksman, crewman and lead crewman each get an extra magazine.&lt;br /&gt;
[[file:Glock-17Gen4.jpg|thumb|none|350px|Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm]]&lt;br /&gt;
[[file:Squad l131a1 hold.jpg|thumb|none|600px|Holding the L131A1.]]&lt;br /&gt;
[[file:Squad l131a1 aim.jpg|thumb|none|600px|Aiming down the sights.]] &lt;br /&gt;
[[file:Squad l131a1 reload.jpg|thumb|none|600px|Reloading the L131A1 - the barrel does not tilt upward even though it should.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears in ''Squad'' as the &amp;quot;TT33 Tokarev&amp;quot;. It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the [[Squad#Makarov PM|PM]], it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips.&lt;br /&gt;
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad tt33 hold.jpg|thumb|none|600px|The Tokarev TT-33 in first person.]]&lt;br /&gt;
[[file:Squad TT-33 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad TT-33 Grips.jpg|thumb|none|600px|Reloading the TT-33 - note the painted star on the grips.]]&lt;br /&gt;
[[file:Squad TT-33 Reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM== &lt;br /&gt;
The [[Makarov PM]] appears in ''Squad'' as the &amp;quot;PM Makarov&amp;quot;, following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes less the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the [[Squad#Tokarev TT-33|TT-33]], it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:Squad pm hold.jpg|thumb|none|600px|The Makarov PM in first person.]]&lt;br /&gt;
[[file:Squad_makarov_sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad_makarov_reload2.jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
[[file:Squad pm reload2.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available to all classes of the Canadian Army (expect for the Combat Engineer) added in the Alpha 15.3 update. It appears as the &amp;quot;Hi-Power Pistol&amp;quot;, mildly inaccurate as the Canadian Army uses the Inglis made version with the &amp;quot;hump&amp;quot; rear sights while the in-game version has normal fixed sights. Fittingly, this same mistake happened in Squad's predecessor, Project Reality. An older model Hi-Power with wood grips and a tangent rear sight appears as the standard sidearm of the MEA (Middle Eastern Alliance) faction added in the v1.0 update.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:SquadHiPower.jpg|thumb|none|600px|Far in the cold white north, a Canuck reveals his Hi-Power. Note the normal front sights, inaccurate for the Inglis Hi-Power that is standard issue to the real life Canadian Armed Forces.]]&lt;br /&gt;
[[File:SquadHiPowersights.jpg|thumb|none|600px|We don't even get three dots this time around. Lame.]]&lt;br /&gt;
[[File:SquadHiPowerreload.jpg|thumb|none|600px|Still, nice to have a Hi-Power regardless. Reloading is fairly typical. Remove old mag, show the kids at home fresh new mag...]]&lt;br /&gt;
[[File:SquadHiPowerreload2.jpg|thumb|none|600px|Before hitting the slide release. The Hi-Power reuses the M9A1's animations, even including a non-existent decocker safety for unequipping the gun.]]&lt;br /&gt;
[[Image:Browning-HP-P35.jpg|thumb|none|350px|FN P-35 - 9x19mm]]&lt;br /&gt;
[[File:SquadOldHiPower.jpg|thumb|none|600px|Paying tribute to the sky, we are gifted with a lovely vintage Hi-Power.]]&lt;br /&gt;
[[File:SquadOldHiPowerSights.jpg|thumb|none|600px|Aiming down the sights, the big and chunky 1930's tangent sights.]]&lt;br /&gt;
[[File:SquadOldHiPowerReload.jpg|thumb|none|600px|Although as repayment for this new model...]]&lt;br /&gt;
[[File:SquadOldHiPowerReload2.jpg|thumb|none|600px|We use the same default animations. A small price to pay.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==PPSh-41== &lt;br /&gt;
The [[PPSh-41]] is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel). &lt;br /&gt;
&lt;br /&gt;
Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.&lt;br /&gt;
[[file:Ppsh41.jpg|thumb|none|400px|PPSh-41 with stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad ppsh41 stick hold.jpg|thumb|none|600px|The PPSh-41 in first person.]]&lt;br /&gt;
[[file:Squad ppsh41 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad ppsh41 stick reload1.jpg|thumb|none|600px|Reloading the PPSh-41.]]&lt;br /&gt;
[[file:Squad ppsh41 stick reload2.jpg|thumb|none|600px|Pulling the bolt back after inserting a fresh magazine.]]&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad ppsh41 drum hold.jpg|thumb|none|600px|The PPSh-41, with 71-round drum equipped, in first person.]]&lt;br /&gt;
[[file:Squad ppsh41 drum reload.jpg|thumb|none|600px|Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.]]&lt;br /&gt;
[[file:Squad ppsh41 drum safety.jpg|thumb|none|600px|Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is made available for Insurgent and Militia crewmen, lead crewman and as an option for the Insurgent Light Anti-Tank in Alpha 13.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|350px|none|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:SquadSkorpionDraw.jpg|thumb|none|600px|The draw animation for the Skorpion, doing the rare feat of actually using the gun's folding stock.]]&lt;br /&gt;
[[File:SquadSkorpion1.jpg|thumb|none|600px|The Skorpion in all it's tiny, adorable glory.]]&lt;br /&gt;
[[File:SquadSkorpionSights.jpg|thumb|none|600px|The sights, cramped but still fitted with a 2 position flip sight. The usability of that on a .32 ACP submachine gun is questionable but it's nice the option is there.]]&lt;br /&gt;
[[File:SquadSkorpionReload1.jpg|thumb|none|600px|Having redecorated the nearby walls with 20 rounds of .32 ACP, it's time to reload by removing the old mag...]]&lt;br /&gt;
[[File:SquadSkorpionReload2.jpg|thumb|none|600px|Then inserting a fresh one and thumbing the cocking knobs back and letting the bolt chamber a round.]]&lt;br /&gt;
[[File:SquadSkorpionDeEquip.jpg|thumb|none|600px|When done, he folds the stock back up and puts it away.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Carbines=&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated &amp;quot;M68 CCO&amp;quot;) alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip and is loaded with tracer rounds.&lt;br /&gt;
&lt;br /&gt;
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and [[Squad#Colt M4 Carbine|M4 Carbine]] markings, implying it shares the same models and textures with the latter rifle.&lt;br /&gt;
&lt;br /&gt;
The Alpha of the V14 Update introduced a modified version of the M4 and M4A1 for the US Army, using MaTech 300m sights rather than the classic carry handle and adding PEQ-15 laser modules for both rifles.&lt;br /&gt;
[[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]&lt;br /&gt;
[[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]]&lt;br /&gt;
[[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights - the M4-type sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.]]&lt;br /&gt;
[[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]]&lt;br /&gt;
[[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]]&lt;br /&gt;
[[file:Squad m4a1 reload2.jpg|thumb|none|600px|...switches magazines, revealing the [[Squad#Colt M4 Carbine|M4 Carbine]] markings in the process...]]&lt;br /&gt;
[[file:Squad m4a1 reload3.jpg|thumb|none|600px|...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.]]&lt;br /&gt;
[[File:Squad M4A1 V14 (1).jpg|thumb|none|600px|Taking a knee with the post-Alpha 14 M4A1's basic infantry variant - note the model has been improved as well, the charging handle and top rail now have much better proportions.]]&lt;br /&gt;
[[File:Squad M4A1 V14 (2).jpg|thumb|none|600px|The view through the MaTech rear and just over the PEQ box.]]&lt;br /&gt;
&lt;br /&gt;
==M4 Carbine==&lt;br /&gt;
The [[M4 carbine]] in a few different configurations is used by the US Army and the Militia in ''Squad''. All configurations use 30-round box magazines and have a six-position stock.&lt;br /&gt;
&lt;br /&gt;
For the US Army, the M4 Carbine is available to all US Army classes less the automatic rifleman, machine gunner and marksman, and comes with a KAC railed handguard. The US Army squad leader, rifleman and grenadier's M4 Carbines have Trijicon TA31RCOs (designated &amp;quot;M150 RCO&amp;quot;) mounted. The squad leader's comes loaded with tracer rounds while the grenadier's comes with an additional [[Squad#M203A1|M203A1]] mounted. The combat engineer's has an M68 CCO mounted. The medic and light anti-tank may choose either the M150 RCO or M68 CCO. In the case of the medic, choosing the former means losing his [[Squad#M67 Frag Grenade|M67 Frag Grenade]] and red [[Squad#M18 Smoke Grenade|M18 Smoke Grenades]]. For the light anti-tank, choosing former means losing both his M67s and one white M18. The lead crewman and crewman use stock rifles with carry handle iron sights. The heavy anti-tank may choose either the M68 CCO or carry handle iron sights (with a KAC foregrip), with the latter losing access to his M67.&lt;br /&gt;
&lt;br /&gt;
For the Militia, their M4 is only available to Militia squad leader and rifleman, and comes with the older round handguard. The squad leader's M4 comes with an M68 mounted onto the rear sight (i.e. the carry handle), while the rifleman's M4 only has stock iron sights.&lt;br /&gt;
&lt;br /&gt;
[[file:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm]] &lt;br /&gt;
[[file:ColtM4.jpg|thumb|none|400px|Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]&lt;br /&gt;
[[file:Squad m4 mil hold.jpg|thumb|none|600px|The Militia's M4 Carbine in first person.]]&lt;br /&gt;
[[file:Squad M4 M68 Hold.jpg|thumb|none|600px|The M4 Carbine, with M68 CCO mounted, in first person.]]&lt;br /&gt;
[[file:Squad M4 M68 Aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]&lt;br /&gt;
[[file:Squad m4 us hold.jpg|thumb|none|600px|The US Army's M4 Carbine, with a M150 RCO equipped, in first person.]]&lt;br /&gt;
[[file:Squad m4 us aim.jpg|thumb|none|600px|Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.]]&lt;br /&gt;
[[File:Squad M4 V14 (1).jpg|thumb|none|600px|Right side of a post-Alpha 14 US Army M4, showing the folded down rear sight and PEQ-15 mounted on the 3'o-clock rail.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7A2==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7A2]] is available to the Canadian Army rifleman, light anti-tank and Combat Engineer classes. It comes with a C79A2 mounted, alongside some iron sight variants.&lt;br /&gt;
[[file:C7a2.jpg|thumb|none|400px|Colt Canada C7A2 with C79A2 optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:SquadC7.jpg|thumb|none|600px|At a lovely Newfoundland fishing dock, we find a C7A2 in it's natural habitat.]]&lt;br /&gt;
[[File:SquadC7Scope.jpg|thumb|none|600px|The scope view of the C79A2. A straight line post with a few range estimation wings, and a teeny tiny green point for aiming. Very vintage.]]&lt;br /&gt;
[[File:SquadC7Reload1.jpg|thumb|none|600px|After a bit of non-regulation fishing, the reload begins by dropping the mag...]]&lt;br /&gt;
[[File:SquadC7Reload2.jpg|thumb|none|600px|Smacking in a fresh one...]]&lt;br /&gt;
[[File:SquadC7Reload3.jpg|thumb|none|600px|And smacking the bolt release, animations shared by all the AR pattern rifles in-game. The Canadian C7/C8 rifles come in both original green and black and...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C8A3==&lt;br /&gt;
The [[M16_rifle_series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8A3]] is available to the Canadian Army squad leader, lead crewman, medic, crewman, grenadier and heavy anti-tank. The squad leader's C8A3 may either have a C79A2 optical sight, or a EOTech 552 (designated &amp;quot;ET552&amp;quot; or &amp;quot;ET&amp;quot;), and the grenadier's comes with an EOTech 552 and a [[Squad#M203A1|M203A1]] mounted. The EOTech comes default with the medic and both crewman classes.&lt;br /&gt;
[[file:Colt_Canada_C8_carbine.JPG|thumb|none|400px|Colt Canada C8A3 with C79A2 optical sight and Thermold polymer magazine - 5.56x45mm]]&lt;br /&gt;
[[File:SquadC8.jpg|thumb|none|600px|Desert tan! And here's the EOTech or &amp;quot;ET&amp;quot; variant of the C8.]]&lt;br /&gt;
[[File:SquadC8sight.jpg|thumb|none|600px|Aiming the C8, showing the absolute cowitness for the EOTech and the front sight block.]]&lt;br /&gt;
[[File:SquadC8Reload1.jpg|thumb|none|600px|Reloading the C8 reveals that while it uses the generic animations, it is actually modeled with a Colt Canada lower complete with a &amp;quot;Fabrique Au Canada&amp;quot; stamp on the lower And despite it's desert get-up, it's still got a green front foregrip.]]&lt;br /&gt;
[[File:SquadC8Reload2.jpg|thumb|none|600px|The rifle's identity secured, the bolt is slapped home.]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes equipped with a Daniel Defence railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named &amp;quot;ACOG&amp;quot;) mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a [[Squad#L123A2 UGL|L123A2 UGL]] mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously. &lt;br /&gt;
&lt;br /&gt;
Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top. The V2.0 update introduced another variant using an ELCAN 4x scope as the &amp;quot;L85A2 LDS.&amp;quot;&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 Theatre Entry Standard (TES) - 5.56x45mm]]&lt;br /&gt;
[[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]]&lt;br /&gt;
[[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight.]]&lt;br /&gt;
[[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]]&lt;br /&gt;
[[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]]&lt;br /&gt;
[[file:Squad l85a2 reload 3.jpg|thumb|none|600px|...presses the bolt release to chamber a round...]]&lt;br /&gt;
[[file:Squad l85a2 reload 4.jpg|thumb|none|600px|...and karate chops the charging handle as a forward assist.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Hold.jpg|thumb|none|600px|The L85A2, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Vault.jpg|thumb|none|600px|Vaulting with the L85A2 - we now have a nice view of the SUSAT.]]&lt;br /&gt;
[[file:Squad l85a2 acog idle.jpg|thumb|none|600px|The L85A2, with TA31-CH mounted, in first person.]]&lt;br /&gt;
[[file:Squad l85a2 acog aim.jpg|thumb|none|600px|Aiming with the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.]]&lt;br /&gt;
[[File:Squad L85A2 LDS (1).jpg|thumb|none|600px|The ELCAN-equipped L85 in the low ready stance.]]&lt;br /&gt;
[[File:Squad L85A2 LDS (2).jpg|thumb|none|600px|The view through the ELCAN.]]&lt;br /&gt;
&lt;br /&gt;
==L22A2==&lt;br /&gt;
The [[L22A2]] is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted. &lt;br /&gt;
&lt;br /&gt;
Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.&lt;br /&gt;
[[file:Sa80A2-l22a2.jpg|thumb|none|400px|L22A2 with a 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[file:Squad L22A2 Hold.jpg|thumb|none|600px|The L22A2 in first person.]]&lt;br /&gt;
[[file:Squad L22A2 Aim.jpg|thumb|none|600px|Aiming down the sights - it naturally shares the same sight picture as its [[Squad#Enfield SA80A2|bigger brother]] above.]]&lt;br /&gt;
[[file:Squad L22A2 Reload.jpg|thumb|none|600px|Reloading the L22A2 - it shares the same reload pattern as the [[Squad#Enfield SA80A2|L85A2]] and the [[Squad#L86A2 LSW|L86A2]] below.]]&lt;br /&gt;
[[file:Squad L22A2 SUSAT Hold.jpg|thumb|none|600px|The L22A2, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad L22A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT to reveal *gasp* a SUSAT reticle.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a [[Squad#GP-25|GP-25]] mounted.&lt;br /&gt;
[[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]]&lt;br /&gt;
[[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights - the AK-74-type sights zero up to 1000m.]]&lt;br /&gt;
[[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]]&lt;br /&gt;
[[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]]&lt;br /&gt;
[[file:Squad ak74 reload2.jpg|thumb|none|600px|...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.]]&lt;br /&gt;
[[file:Squad ak74 safety.jpg|thumb|none|600px|Engaging the safety.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the [[Squad#AKMS|AKMS]], it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74 hold.jpg|thumb|none|600px|The AKS-74 in first person - one may faintly make out the lack of a wooden stock.]]&lt;br /&gt;
[[file:Squad aks74 reload.jpg|thumb|none|600px|Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74N==&lt;br /&gt;
The [[AKS-74|AKS-74N]] is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.&lt;br /&gt;
[[File:AKS-74 1P29.jpg|thumb|none|400px|AKS-74N with 1P29 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]]&lt;br /&gt;
[[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the available to all Russian Ground Forces classes less the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a [[Squad#GP-25|GP-25]] mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the [[Squad#RPK-74M|RPK-74M]]. &lt;br /&gt;
&lt;br /&gt;
Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.&lt;br /&gt;
[[file:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[file:Squad ak74m hold.jpg|thumb|none|600px|The AK-74M in first person - note the grip of the left hand on the magazine.]]&lt;br /&gt;
[[file:Squad ak74m aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad ak74m reload.jpg|thumb|none|600px|Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.]]&lt;br /&gt;
[[file:Squad ak74m 1p63 hold.jpg|thumb|none|600px|The AK-74M, with 1P63 Obzor mounted, in first person.]]&lt;br /&gt;
[[file:Squad ak74m 1p63 aim.jpg|thumb|none|600px|Aiming with the 1P63 Obzor.]]&lt;br /&gt;
[[file:Squad ak74m 1p78 hold.jpg|thumb|none|600px|The AK-74M, with 1P78-1 Kashtan mounted, in first person.]]&lt;br /&gt;
[[file:Squad ak74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-1 Kashtan.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U== &lt;br /&gt;
The [[AKS-74U]] is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]]&lt;br /&gt;
[[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights - the only two zeroing options are 100m and 400m.]]&lt;br /&gt;
[[file:Squad aks74u reload.jpg|thumb|none|600px|Reloading the AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==AKM== &lt;br /&gt;
The [[AKM]] is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a [[Squad#GP-25|GP-25]] mounted.&lt;br /&gt;
[[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]]&lt;br /&gt;
[[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights - the AKM-type sights only zero up to 800m.]]&lt;br /&gt;
[[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]]&lt;br /&gt;
[[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the [[Squad#AKS-74|AKS-74]], it was originally planned to be a random spawn for fighters using the AKM.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[file:Squad akms hold.jpg|thumb|none|600px|The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.]]&lt;br /&gt;
[[file:Squad akms vault.jpg|thumb|none|600px|Vaulting with the AKMS - part of the folding stock is revealed.]]&lt;br /&gt;
&lt;br /&gt;
==PM md. 63== &lt;br /&gt;
The [[AK-47#AIM/AIMS|PM.md.63 (AIM)]] is available to the Insurgent cell leader and feeds from 30-round box magazines.&lt;br /&gt;
[[file:Aimrifle.jpg|thumb|none|400px|PM md. 63 - 7.62x39mm]]&lt;br /&gt;
[[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]]&lt;br /&gt;
[[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - with the &amp;quot;donkey dong&amp;quot; foregrip in the way, the insurgent inserts the magazine at an angle...]]&lt;br /&gt;
[[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]]&lt;br /&gt;
&lt;br /&gt;
==AMD-65== &lt;br /&gt;
The [[AMD-65]] is available to the Insurgent medic, and feeds from 30-round box magazines.&lt;br /&gt;
[[file:AMD-65 wood.jpg|thumb|none|400px|AMD-65 with wood furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Squad amd65 hold.jpg|thumb|none|600px|The AMD-65 in first person.]]&lt;br /&gt;
[[file:Squad amd65 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad amd65 reload1.jpg|thumb|none|600px|Reloading the AMD-65 - it has a similar animation to the [[Squad#PM md. 63|md. 63]].]]&lt;br /&gt;
&lt;br /&gt;
==SKS== &lt;br /&gt;
The [[SKS]] is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS also features a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.&lt;br /&gt;
&lt;br /&gt;
Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in ''Squad'' can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.&lt;br /&gt;
&lt;br /&gt;
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again. This was changed in the V2.0 update; the partial reload animation now shows the user manually holding the bolt back with his left hand and loading single rounds into the magazine in a much more mechanically correct way - though the +1 in the chamber still incorrectly occurs. &lt;br /&gt;
[[file:Simonov-Russian-SKS45.jpg|thumb|none|400px|SKS - 7.62x39mm]]&lt;br /&gt;
[[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]]&lt;br /&gt;
[[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]]&lt;br /&gt;
[[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.]]&lt;br /&gt;
[[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - note that the magazine was already full.]]&lt;br /&gt;
[[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.]]&lt;br /&gt;
[[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, despite holding the same number of rounds from earlier.]]&lt;br /&gt;
[[file:Squad SKS PU Hold.jpg|thumb|none|600px|The SKS, with PU mounted, in first person.]]&lt;br /&gt;
[[file:Squad SKS PU Aim.jpg|thumb|none|600px|Aiming with the PU.]]&lt;br /&gt;
[[file:Squad SKS PU Reload.jpg|thumb|none|600px|Reloading the SKS to get a nice view of the PU - note that the PU seems to be pasted onto the receiver; in the real SKS, the stock has to be partially cut to make room for the scope mount.]]&lt;br /&gt;
[[File:Squad SKS (1).jpg|thumb|none|600px|The V2.0 new non-empty reload animation with individual rounds - which would probably be extremely uncomfortable for the Insurgent's left fingers.]]&lt;br /&gt;
[[File:Squad SKS (2).jpg|thumb|none|600px|The bolt does stick open though, so the user pops it forward underhanded.]]&lt;br /&gt;
[[File:Squad SKS (3).jpg|thumb|none|600px|Unfolding the sword-style bayonet.]]&lt;br /&gt;
[[File:Squad SKS (4).jpg|thumb|none|600px|The SKS in melee-mode.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
Added in V2.0, the classic [[Mosin_Nagant_Rifle|Mosin Nagant M91/30]] enters the arsenals of the Insurgents in three specific variants. The classic full-length M91/30 appears as an optional kit for the Fighter class. It reloads from empty with a five-round stripper clip and can be topped off with loose rounds, although as with the V2.0 SKS reload revision, this allows for an incorrect +1 in the chamber which is not possible with Mosin rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 rifle - 7.62x54mmR]]&lt;br /&gt;
[[file:SquadM9130.jpg|thumb|none|600px|Taking a trip to the short range with an old classic, the M91/30.]]&lt;br /&gt;
[[file:SquadM9130Irons.jpg|thumb|none|600px|Looking down the sights reveals the classic rear notch and globe of the M91/30.]]&lt;br /&gt;
[[file:SquadM9130Recoil.jpg|thumb|none|600px|And firing the Mosin removes that entirely. And this is just on the full-length &amp;quot;Nugget&amp;quot;. It only gets punchier from here.]]&lt;br /&gt;
[[file:SquadM9130Reload1.jpg|thumb|none|600px|And the reload, crack open the bolt.]]&lt;br /&gt;
[[file:SquadM9130Reload2.jpg|thumb|none|600px|Stuff in five rounds of 7.62x54R, praise the /k/ube and continue on.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin-Nagant M38 Carbine===&lt;br /&gt;
The shorter [[Mosin Nagant Model 1938 Carbine]] appears as the new main arm of the Sapper class.&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|400px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[file:SquadM38.jpg|thumb|none|600px|The 91/30's tinier little brother gets taken out for a spin.]]&lt;br /&gt;
[[file:SquadM38Irons.jpg|thumb|none|600px|The sights look similar, albeit obviously closer together.]]&lt;br /&gt;
[[file:SquadM38Cycling.jpg|thumb|none|600px|But everything else operates the same. A nice touch with the Mosins in Squad is the lack of a &amp;quot;hold open&amp;quot; once the gun is empty. The character will just cycle the gun straight to empty without a second thought.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30 Sniper Rifle===&lt;br /&gt;
Along side the other Mosin variants, the [[Mosin Nagant Rifle|Mosin Nagant M91/30 rifle]] fitted with a PU scope is added to the Insurgents' new Sniper class.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper variant with Russian PU scope and down-turned bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[file:SquadM9130PUSafety.jpg|thumb|none|600px|And the one we've all been waiting for. Time to show off the Mosin's draw animation, and like Project Reality, this game remembers the Mosin's safety notch.]]&lt;br /&gt;
[[file:SquadM9130PU.jpg|thumb|none|600px|The 91/30 with a PU in all it's glory. It's not Stalingrad, but it'll do.]]&lt;br /&gt;
[[file:SquadM9130PUScope.jpg|thumb|none|600px|Looking down the scope reveals a similar view to RS2 and the earlier mentioned SKS, a high set of a post and wing. Vintage in comparison to the other faction's more modern snipers but...]]&lt;br /&gt;
[[file:SquadM9130PUScope2.jpg|thumb|none|600px|Still just as effective in the right hands.]]&lt;br /&gt;
[[file:SquadM9130PUReload.jpg|thumb|none|600px|After 5 shots at long-ish range, the M91/30 gets fed its regular diet of 7.62x54R spoon fed into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3== &lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] is available to the Insurgent fighter as a limited kit, feeding from 20 round magazines and being equipped with slim line handguards. The G3A3 is also the standard issue rifle of the MEA, who have both the standard iron sight only version as well as the option for a Hensoldt ZF-1 scope or a Zeiss Z-Point red dot. There's also the option for a G3A3 equipped with an HK79 grenade launcher for the MEA Grenadier.&lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, the G3A3 also serves as the MEA's Automatic Rifle. Known as the &amp;quot;G3A3 + Drum Mag&amp;quot;, this version uses the wide handguards and equips a bipod as well as X-Product 50 round drum mags, fittingly loaded with tracers as part of this battle rifle's transformation into a lightweight support weapon.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with &amp;quot;slimline&amp;quot; handguard - 7.62x51mm]]&lt;br /&gt;
[[file:Squad g3a3 hold.jpg|thumb|none|600px|The G3A3 in first person.]]&lt;br /&gt;
[[file:Squad_g3_sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad g3a3 reload1.jpg|thumb|none|600px|Reloading the G3A3 - the fighter pulls the charging handle back to lock it...]]&lt;br /&gt;
[[file:Squad_g3_magazine.jpg|thumb|none|600px|...inserts a fresh magazine after the obligatory magazine check...]]&lt;br /&gt;
[[file:Squad_g3_slap.jpg|thumb|none|600px|...and ends it with the classic HK slap.]]&lt;br /&gt;
[[File:SquadG3ZPoint.jpg|thumb|none|600px|Out to the killhouse, we go with the MEA's special Z-Point variant of the G3A3.]]&lt;br /&gt;
[[File:SquadG3ZPointAiming.jpg|thumb|none|600px|Working on some room clearing, we get a good look of the Z-Point dot.]]&lt;br /&gt;
[[file:SquadG3ZPointReload.jpg|thumb|none|600px|But the reload?]]&lt;br /&gt;
[[file:SquadG3ZPointReload2.jpg|thumb|none|600px|Exactly the same, and just as satisfying.]]&lt;br /&gt;
[[File:G3a3zf.jpg|thumb|none|500px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3ZF1.jpg|thumb|none|600px|The other neat variant of the G3A3 added was the ZF-1 equipped version. A vintage magnified option for sure, but fun nonetheless.]]&lt;br /&gt;
[[File:SquadG3ZF1Aiming.jpg|thumb|none|600px|A look down the glass of the ZF-1, very clear for 60's vintage glass isn't it?]]&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3LMG.jpg|thumb|none|600px|And the most weird version of the G3 added in V1.0, and that's saying something with the HK-51 was included. The G3 &amp;quot;LMG&amp;quot;.]]&lt;br /&gt;
[[File:SquadG3LMGBipod.jpg|thumb|none|600px|The neat feature to this gun is the fitted bipod.]]&lt;br /&gt;
[[File:SquadG3LMGBees.jpg|thumb|none|600px|Well that and it being loaded with tracers.]]&lt;br /&gt;
[[File:SquadG3LMGReload.jpg|thumb|none|600px|It does get it's own neat reload with a slightly less violent tug of the charging handle...]]&lt;br /&gt;
[[File:SquadG3LMGReload2.jpg|thumb|none|600px|And a swap of the drums. But no slap for you. You'll get enough of that with the rest of these reloads.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A4===&lt;br /&gt;
Originally added in the game as an optional rifle kit for the Insurgent Cell Leader, the [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A4]] returns with the addition of the MEA as the standard issue rifle for MEA Squad Leaders. It comes in the same three variants of the other MEA G3s, iron sight only/Zeiss Z-Point or ZF-1 scope but with the SL standard of running tracer rounds.&lt;br /&gt;
[[Image:G3A4.jpg|400px|thumb|none|Heckler &amp;amp; Koch G3A4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3A4.jpg|thumb|none|600px|The G3A4 in the field. The only noticeable difference is the wide &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
[[File:SquadG3A4Irons.jpg|thumb|none|600px|Beyond the collapsing stock, it's all effectively the same rifle.]]&lt;br /&gt;
[[File:SquadG3A4Reload.jpg|thumb|none|600px|Including the ever so satisfying SLAP.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3KA4===&lt;br /&gt;
The carbine of the MEA, the short [[Heckler &amp;amp; Koch G3KA4]] appears with the group's Light Anti-Tank and Combat Engineer classes, with the same options of optical/digital or iron sights.&lt;br /&gt;
[[Image:G3KA4.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3KA4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3KA4.jpg|thumb|none|600px|Out in somewhere that's not the normal desert range, we get the KA4. Can you tell the barrel is shorter?]]&lt;br /&gt;
[[File:SquadG3KA4Irons.jpg|thumb|none|600px|I mean it's exactly what you'd expect.]]&lt;br /&gt;
[[File:SquadG3KA4Reload.jpg|thumb|none|600px|It works...]]&lt;br /&gt;
[[File:SquadG3KA4Reload2.jpg|thumb|none|600px|Exactly as you'd expect. Slap included.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3SG/1===&lt;br /&gt;
MEA Marksman are issued the [[Heckler &amp;amp; Koch G3SG/1]] as a sniper rifle. It is limited to semi-automatic fire only.&lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3SG1.jpg|thumb|none|600px|Back in the guard tower, we see the G3/SG1. The slightly sleeker of the many G3 variants.]]&lt;br /&gt;
[[File:SquadG3SG1Irons.jpg|thumb|none|600px|Looking down the scope, we get a very simple reticle. A cross hair with a central red dot.]]&lt;br /&gt;
[[File:SquadG3SG1Irons2.jpg|thumb|none|600px|And that reticle is a very nice inclusion all things considered.]]&lt;br /&gt;
[[File:SquadG3SG1Reload.jpg|thumb|none|600px|The reload is what you'd expect. But...]]&lt;br /&gt;
[[File:SquadG3SG1Bipod.jpg|thumb|none|600px|What about the bipod reload?]]&lt;br /&gt;
[[File:SquadG3SG1BipodReload.jpg|thumb|none|600px|HA! ITS JUST THE G3A3 LMG'S RELOAD!]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The last of the G3s on offer for the MEA, the shortie [[Heckler &amp;amp; Koch G3|HK51]] appears as the compact carbine of the MEA. Given its short length, it only comes with iron sights or the Z-Point, and only for the Pilot, Lead Crewman and Heavy Anti-Tank Classes.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:SquadHK51.jpg|thumb|none|600px|After so many flavors of G3. We get to the one you want to see. The TINY one.]]&lt;br /&gt;
[[File:SquadHK51Irons.jpg|thumb|none|600px|The sights, just a little too close for comfort.]]&lt;br /&gt;
[[File:SquadHK51Recoil.jpg|thumb|none|600px|And if you want, you can flick it to full auto, mag dump all 20 rounds and rattle your fillings loose.]]&lt;br /&gt;
[[File:SquadHK51Reload.jpg|thumb|none|600px|And the rest is...]]&lt;br /&gt;
[[File:SquadHK51Reload2.jpg|thumb|none|600px|Exactly what you expect.]]&lt;br /&gt;
&lt;br /&gt;
==StG 58==&lt;br /&gt;
The [[FN FAL|StG 58]] is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.&lt;br /&gt;
[[File:StG 58.jpg|thumb|none|400px|StG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Squad StG58 Hold.jpg|thumb|none|600px|The FN FAL in first person.]]&lt;br /&gt;
[[file:Squad StG58 Aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad StG58 Reload1.jpg|thumb|none|600px|Reloading the FN FAL - the insurgent inspects the chamber...]]&lt;br /&gt;
[[file:Squad StG58 Reload2.jpg|thumb|none|600px|...rocks a fresh magazine in... - note the iconic muzzle device.]]&lt;br /&gt;
[[file:Squad StG58 Reload3.jpg|thumb|none|600px|...and ends it by pulling the charging handle when he could have easily gone for the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns= &lt;br /&gt;
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.&lt;br /&gt;
&lt;br /&gt;
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.&lt;br /&gt;
&lt;br /&gt;
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.&lt;br /&gt;
&lt;br /&gt;
==M249 SAW== &lt;br /&gt;
The [[FN Minimi#M249|M249 SAW]] appears in ''Squad'' disguised as the &amp;quot;Minimi&amp;quot;. It is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the [[Squad#RPK-74|RPK-74]].&lt;br /&gt;
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 SAW in first person - note the rail-less feed cover and missing heatshield.]]&lt;br /&gt;
[[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods - note the long barrel and the distinct handguard that gives it away.]]&lt;br /&gt;
[[file:08 squad m249 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...]] &lt;br /&gt;
[[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]]&lt;br /&gt;
[[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]]&lt;br /&gt;
[[file:Squad m249 reload3.jpg|thumb|none|600px|...loads a new belt onto the feed tray...]]&lt;br /&gt;
[[file:Squad m249 reload4.jpg|thumb|none|600px|...and closes the feed cover when done.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
The [[FN Minimi#M249|M249 Paratrooper]] appears in ''Squad'' as the &amp;quot;M249 PIP&amp;quot;. It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Rapid Fielding Initiative (RFI). The PIP in its in-game designation likely comes from the M249 Product Improvement Program, the contents of which are are commonly confused with those of the RFI. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former and having no M67s.&lt;br /&gt;
[[file:M249 Para ACOG.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm NATO]] &lt;br /&gt;
[[file:Squad m249 para hold.jpg|thumb|none|600px|The M249 Paratrooper in first person.]]&lt;br /&gt;
[[file:Squad m249 para deploy.jpg|thumb|none|600px|Deploying the M249 Paratrooper - note the different railed handguard and short barrel.]] &lt;br /&gt;
[[file:Squad m249 para aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]&lt;br /&gt;
[[file:Squad m249 para reload.jpg|thumb|none|600px|Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag]]&lt;br /&gt;
[[file:Squad m249 para scope.jpg|thumb|none|600px|The M249 Paratrooper, with M145 MGO mounted, in first person.]]&lt;br /&gt;
[[file:Squad m249 para scope aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi Para/L110A2==&lt;br /&gt;
The [[FN Minimi|FN Minimi Para]], posing as the British L110A2, appears in ''Squad'' as the &amp;quot;L110A2 Minimi&amp;quot;, an apt name to describe the blend of the two variants. It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the [[Squad#M249 Paratrooper|M249 Paratrooper]]. The automatic rifleman has the choice between iron sights or a SUSAT optic. &lt;br /&gt;
&lt;br /&gt;
Note that while the actual L110A2 LMG may come with picatinny rails, those are built on top of the L85-style base rail designed to fit the SUSAT. Additionally, the sights on the L110A2 are also unique in order to accommodate the aforementioned base rail. &lt;br /&gt;
&lt;br /&gt;
These issues have been fixed in an update, the in-game L110A2 now more closely resembles the proper British military variant.&lt;br /&gt;
[[file:MinimiPara.jpg|thumb|none|400px|FN Minimi Para - 5.56x45mm NATO]] &lt;br /&gt;
[[file:British L110A2.jpg|thumb|none|400px|Actual L110A2, for comparison - 5.56x45mm NATO]] &lt;br /&gt;
[[file:Squad l110a2 hold.jpg|thumb|none|600px|The FN Minimi Para in first person.]]&lt;br /&gt;
[[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] &lt;br /&gt;
[[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]]&lt;br /&gt;
[[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para - it shares the same reload pattern as the [[Squad#M249 SAW|M249 SAW]] and [[Squad#M249 Paratrooper|M249 Paratrooper]].]]&lt;br /&gt;
[[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.]]&lt;br /&gt;
[[File:Squad L110A2 (1).jpg|thumb|none|600px|Standing next to an Estonian petrol station with the update L110A2 LMG.]]&lt;br /&gt;
[[File:Squad L110A2 (2).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Squad L110A2 (3).jpg|thumb|none|600px|The right side of the updated SUSAT variant - it shares rollmarks with the American M249.]]&lt;br /&gt;
&lt;br /&gt;
==C9A2==&lt;br /&gt;
The [[FN_Minimi#C9_Light_Machine_Gun|C9A2 light machine gun]] is available to the Canadian Army automatic rifleman. It comes with an C79A2 optical sight mounted.&lt;br /&gt;
[[file:C9A2.jpg|thumb|none|400px|C9A2 light machine gun with C79A2 optical sight - 5.56x45mm]]&lt;br /&gt;
[[file:SquadC9.jpg|thumb|none|600px|At a local construction sight, we find the rarely seen Minimi variant, the C9A2. Note the correct C77 marked ammo box underneath.]]&lt;br /&gt;
[[file:SquadC9Scope.jpg|thumb|none|600px|Aiming down the tube reveals the same basic set-up as the earlier C7. Same post, same point, same hazy front sight that's out of focus.]]&lt;br /&gt;
[[file:SquadC9Reload1.jpg|thumb|none|600px|And like the other FN Minimi variants, the same reload. Open top cover, check the feed tray...]]&lt;br /&gt;
[[file:SquadC9Reload2.jpg|thumb|none|600px|Swap box, fit and feed belt, slap down top cover, continue forward.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2 LSW==&lt;br /&gt;
The [[L86A2|L86A2 LSW]] is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the [[Squad#L129A1 Sharpshooter|L129A1]].&lt;br /&gt;
[[Image:L86A2.jpg|thumb|none|400px|L86A2 LSW - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad l86a2 hold.jpg|thumb|none|600px|The L86A2 LSW in first person.]]&lt;br /&gt;
[[file:Squad l86a2 aim.jpg|thumb|none|600px|Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.]]&lt;br /&gt;
[[file:Squad l86a2 reload.jpg|thumb|none|600px|Reloading the L86A2 - the animation is similar to that of the [[Squad#Enfield SA80A2|L85A2]].]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter. &lt;br /&gt;
[[Image:RPK right side.jpg|thumb|none|400px|RPK with cleaning rod removed, folded bipod and 40-round magazine - 7.62x39mm]]&lt;br /&gt;
[[file:Squad rpk 40 hold.jpg|thumb|none|600px|The RPK in first person.]]&lt;br /&gt;
[[file:Squad rpk 40 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad rpk 40 reload1.jpg|thumb|none|600px|Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...]]&lt;br /&gt;
[[file:Squad rpk 40 charge.jpg|thumb|none|600px|...and pulls the charging handle.]]&lt;br /&gt;
[[file:Squad rpk 40 reload2.jpg|thumb|none|600px|Reloading the RPK while undeployed - the animation is similar to that of the [[Squad#AKM|AKM]].]]&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|400px|RPK with 75-round drum - 7.62x39mm]]&lt;br /&gt;
[[file:Squad rpk 75 hold.jpg|thumb|none|600px|The RPK, with a 75-round drum, in first person.]]&lt;br /&gt;
[[file:Squad rpk 75 reload.jpg|thumb|none|600px|Reloading the RPK while deployed.]]&lt;br /&gt;
[[file:Squad rpk 75 reload2.jpg|thumb|none|600px|Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is one of two light machine guns available to the Militia automatic rifleman, the other being the [[Squad#M249 SAW|M249 SAW]]. It feeds from 45-round box magazines, and unlocks earlier than the [[Squad#M249 SAW|latter]].&lt;br /&gt;
[[file:Soviet_RPK-74.jpg|thumb|none|400px|RPK-74 with 45-round magazine - 5.45x39mm]]&lt;br /&gt;
[[file:Squad rpk74 hold.jpg|thumb|none|600px|The RPK-74 in first person.]]&lt;br /&gt;
[[file:Squad rpk74 aim.jpg|thumb|none|600px|&amp;quot;CURSE THE SUN&amp;quot; he screams, as he (somewhat pointlessly) threatens it with his RPK-74.]]&lt;br /&gt;
[[file:Squad rpk74 reload1.jpg|thumb|none|600px|Reloading the RPK-74 while deployed.]]&lt;br /&gt;
[[file:Squad rpk74 reload alt.jpg|thumb|none|600px|Reloading the RPK-74 while undeployed.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74M==&lt;br /&gt;
The [[RPK-74M]] is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the [[Squad#RPK-74|RPK-74]]. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the [[Squad#AK-74M|AK-74M]] above, the player holds the weapon by the magazine rather than by the handguard.&lt;br /&gt;
[[file:Rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round magazine - 5.45x39mm]]&lt;br /&gt;
[[file:Squad rpk74m hold.jpg|thumb|none|600px|The RPK-74M in first person - note the grip of the left hand on the magazine.]]&lt;br /&gt;
[[file:Squad rpk74m aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]]&lt;br /&gt;
[[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]]&lt;br /&gt;
[[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is calibrated for the RPK-74M after all.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Added in V2.0, the [[RPD|RPD light machine gun]] appears as a replacement for the RPK in the Fire Support role Automatic Rifleman class.&lt;br /&gt;
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD light machine gun - 7.62x39mm]]&lt;br /&gt;
[[file:SquadRPD.jpg|thumb|none|600px|The RPD in-game. Like the heavier machine guns, it's carried at a low ready-ish position.]]&lt;br /&gt;
[[file:SquadRPDIrons.jpg|thumb|none|600px|Aiming down the sights, adjustable all the way to 1000 meters.]]&lt;br /&gt;
[[file:SquadRPDReload1.jpg|thumb|none|600px|After dumping 100 rounds of 7.62x39 with reckless abandon, reloading begins by cracking open the top cover and running the bolt.]]&lt;br /&gt;
[[file:SquadRPDReload2.jpg|thumb|none|600px|Before swapping the drums. A nice touch, the tab that holds the drums in place is actuated when the drum is swapped.]]&lt;br /&gt;
[[file:SquadRPDReload3.jpg|thumb|none|600px|With the drums swapped, the belt is finally fed into the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Medium Machine Guns=&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[FN MAG|M240B]] is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|400px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad m240b hold.jpg|thumb|none|600px|The M240B in first person.]]&lt;br /&gt;
[[File:Squad m240b aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]&lt;br /&gt;
[[File:Squad m240b reload2.jpg|thumb|none|600px|Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...]]&lt;br /&gt;
[[File:Squad m240b reload3.jpg|thumb|none|600px|...attaches a new enchanted ammo bag with extra capacity...]]&lt;br /&gt;
[[File:Squad m240b reload4.jpg|thumb|none|600px|...closes the tray and loads the new belt on top...]]&lt;br /&gt;
[[File:Squad m240b reload6.jpg|thumb|none|600px|...and closes the feed cover at last.]]&lt;br /&gt;
&lt;br /&gt;
==FN MAG 58==&lt;br /&gt;
The [[FN MAG 58]] appears in ''Squad'' posing as the British [[L7 Machine Gun|L7A2 GPMG]] and as the Canadian [[FN MAG|C6 GPMG]] (appearing as &amp;quot;C6A2&amp;quot; in-game). It is available to the British and Canadian machine gunners, and feeds from enchanted cloth ammo bags, similar to the [[Squad#M240B|M240B]] above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 or C6 does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.&lt;br /&gt;
[[File:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] &lt;br /&gt;
[[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]]&lt;br /&gt;
[[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.&amp;lt;!--Please help with terminology fixing--&amp;gt;]]&lt;br /&gt;
[[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - the animation is similar to that of the [[Squad#M240B|M240B]], just without the optic on top.]]&lt;br /&gt;
[[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]]&lt;br /&gt;
[[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]]&lt;br /&gt;
[[File:SquadC6.jpg|thumb|none|600px|The C6 out on the Jensen range, sharing pretty much every bit of the L7's model.]]&lt;br /&gt;
[[File:SquadC6Sights.jpg|thumb|none|600px|Including the same sights, plus the flip up ones.]]&lt;br /&gt;
[[File:SquadC6Reload.jpg|thumb|none|600px|And the same animation of opening the top cover...]]&lt;br /&gt;
[[File:SquadC6Reload2.jpg|thumb|none|600px|And seating the belt.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. &lt;br /&gt;
[[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing. Also note the ammo belt dangling off of the left side; the 7.62x54mmR ammo belts are non-disintegrating, and the firing animations in ''Squad'' correctly animate it as such (though animations that interact with the belt, such as reloads, always show it at a very short length to simplify the animation).]]&lt;br /&gt;
[[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights - using the slider, the sights zero up to 1500m.]]&lt;br /&gt;
[[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]]&lt;br /&gt;
[[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]]&lt;br /&gt;
[[File:Squad pkm reload3.jpg|thumb|none|600px|...tilts the PKM to the right to load a new 100-round box...]]&lt;br /&gt;
[[File:Squad pkm reload4.jpg|thumb|none|600px|...loads the new belt onto the feed tray...]]&lt;br /&gt;
[[File:Squad pkm reload6.jpg|thumb|none|600px|...and pulls the charging handle after closing the feed cover.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for &amp;quot;- 1p78&amp;quot; where it should be &amp;quot;+ 1P78&amp;quot;.]]&lt;br /&gt;
[[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]]&lt;br /&gt;
[[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]]&lt;br /&gt;
[[File:Squad pkp reload 3.jpg|thumb|none|600px|...loads a new box after inspecting the feed tray...]]&lt;br /&gt;
[[File:Squad pkp reload 5.jpg|thumb|none|600px|...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...]]&lt;br /&gt;
[[File:Squad pkp reload 6.jpg|thumb|none|600px|...pulls the charging handle...]]&lt;br /&gt;
[[File:Squad pkp reload 7.jpg|thumb|none|600px|...and flips the scope back up.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
Added in V1.0 with the MEA, the [[MG3]] appears as the faction's GPMG of choice. It's used by the Machine Gunner class, fitted with a ELCAN scope and it's also fitted to a variety of the faction's vehicles.&lt;br /&gt;
[[Image:MG 3.jpg|thumb|none|450px|MG3 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadMG3.jpg|thumb|none|600px|Alongside this heavy ordnance, comes a very potent bit of heavy ordnance. The MG3.]]&lt;br /&gt;
[[File:SquadMG3Irons.jpg|thumb|none|600px|The sight down the mounted ELCAN scope, revealing a vintage reticle. But you know this because what you want with a videogame MG3...]]&lt;br /&gt;
[[File:SquadMG3BEES.jpg|thumb|none|600px|IS THE BEES.]]&lt;br /&gt;
[[File:SquadMG3Reload.jpg|thumb|none|600px|After 100 rounds of bees fired mostly into the sky, the reload starts with a charge of the handle and an opening of the top cover.]]&lt;br /&gt;
[[File:SquadMG3Reload2.jpg|thumb|none|600px|And a replaced box, new belt and a slapping down of said top cover.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M110 SASS== &lt;br /&gt;
The [[M110 SASS]] is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted. Usable bipods were added to the M110 (and the L129A1 below) in Alpha 14, and the M110 received a AN/PEQ-15 device mounted on the three-o'clock rail position.&lt;br /&gt;
[[file:M110_ECP_Right_Bipod.jpg|thumb|none|400px|M110 SASS with Leupold Mk4 scope - 7.62x51mm]] &lt;br /&gt;
[[file:Squad m110 hold.jpg|thumb|none|600px|The M110 SASS in first person.]]&lt;br /&gt;
[[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]]&lt;br /&gt;
[[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading. An interesting added procedure is the rifle is safed during the reload.]]&lt;br /&gt;
[[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.]]&lt;br /&gt;
[[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]&lt;br /&gt;
[[File:Squad M110 (1).jpg|thumb|none|600px|The post Update 14 M110 SASS with its full kit.]]&lt;br /&gt;
[[File:Squad M110 (2).jpg|thumb|none|600px|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==L129A1 Sharpshooter==&lt;br /&gt;
The [[LMT rifle series|L129A1 Sharpshooter]] is one of two weapons available to the British Army marksman, the other being the [[Squad#L86A2 LSW|L86A2 LSW]]. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (less the RMR). It unlocks later than the latter.&lt;br /&gt;
[[file:LMTSharpshooter.jpg|thumb|none|400px|L129A1 Sharpshooter - 7.62x51mm NATO]] &lt;br /&gt;
[[file:Squad l129a1 hold.jpg|thumb|none|600px|The L129A1 in first person.]]&lt;br /&gt;
[[file:Squad l129a1 aim.jpg|thumb|none|600px|Aiming with the TA648-RMR-UKS.]]&lt;br /&gt;
[[file:Squad l129a1 reload 1.jpg|thumb|none|600px|As with the [[Squad#M110 SASS|M110 SASS]], the marksman checks the chamber before reloading - note the Magpul PMAG magazine.]]&lt;br /&gt;
[[file:Squad l129a1 reload 2.jpg|thumb|none|600px|Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.]]&lt;br /&gt;
[[file:Squad l129a1 reload 3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]&lt;br /&gt;
[[File:Squad L129A1 (1).jpg|thumb|none|600px|The updated L129A1 with a Harris bipod.]]&lt;br /&gt;
&lt;br /&gt;
==C14 Timberwolf==&lt;br /&gt;
The [[C14 Timberwolf]] is available to the Canadian Army sniper, and feeds from 5-round box magazines. It comes with a Leupold Mk 4 scope mounted and has a deployable bipod.&lt;br /&gt;
[[file:C14MRSWS.jpg|thumb|none|400px|PGW C14 Timberwolf with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Squad C14 (1).jpg|thumb|none|600px|The equip/unequip animations of the C14 involve flicking its safety lever.]]&lt;br /&gt;
[[file:SquadC14.jpg|thumb|none|601px|Perched upon a rock with Squad's first proper bolt action sniper rifle.]]&lt;br /&gt;
[[file:SquadC14Scope.jpg|thumb|none|601px|Aiming with the C14's scope, a standard mil-dot with a red center dot. In earlier versions of the game, the muzzle brake was incorrectly visible through the scope; this has been fixed.]]&lt;br /&gt;
[[File:Squad C14 (2).jpg|thumb|none|600px|Deploying the Harris bipod.]]&lt;br /&gt;
[[file:SquadC14Reload1.jpg|thumb|none|601px|Reloading the C14 by swapping the 5 rounder mag.]]&lt;br /&gt;
[[file:SquadC14Reload2.jpg|thumb|none|601px|Before opening and closing the bolt to feed a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD Dragunov|SVD]] is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the [[Squad#M110 SASS|M110 SASS]] and [[Squad#L129A1 Sharpshooter|L129A1]] to compensate for its smaller magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The Russian Ground Forces marksman used a SVD kitted out with what seemed to be wooden furniture that has been painted black to be disguised as polymer in an attempt to mimic the post-1994 model with polymer furniture currently in service. It also does not use the correct stock, receiver and handguard model. It goes by &amp;quot;SVDM&amp;quot; in game, even though it does not look remotely like its namesake, which is in fact a modernized variant with a folding stock and a railed upper receiver. It also noticeably uses the original PSO-1 model, distinguishable by its infrared (IR) switch, which is absent in the PSO-1M2, the current variant in service.&lt;br /&gt;
[[file:SVD_Rifle.jpg|thumb|none|400px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]]&lt;br /&gt;
[[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.]]&lt;br /&gt;
[[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - note the bolt accurately locking back on an empty magazine.]]&lt;br /&gt;
[[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]]&lt;br /&gt;
[[file:SVDpost1993.jpg|thumb|none|400px|SVD (post '90s variant) for comparison - 7.62x54mmR]]&lt;br /&gt;
[[file:Squad svd ru hold.jpg|thumb|none|600px|The Russian Marksman's SVD, in first person - note the ribbed receiver cover (the polymer variant uses a reinforced smooth cover) and the protruding IR switch below the elevation adjustment knob of the PSO-1 (it would be a flat disc on the PSO-1M2).]]&lt;br /&gt;
[[file:Squad svd ru reload.jpg|thumb|none|600px|A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer - also note the lightening cut on the magazine well that wouldn't be present on the polymer variant.]]&lt;br /&gt;
&lt;br /&gt;
===SVDM===&lt;br /&gt;
Beta 21 replaced the above &amp;quot;SVDM&amp;quot; with a correctly modeled, modern Kalashnikov Concern SVDM for the Russian Ground Forces. The SVDM features a usable bipod and uses the 1P88 scope.&lt;br /&gt;
[[File:SVDM.jpg|thumb|none|400px|SVDM - 7.62x54mm R]]&lt;br /&gt;
[[File:Squad SVDM (1).jpg|thumb|none|600px|Freelooking at the new SVDM.]]&lt;br /&gt;
[[File:Squad SVDM (2).jpg|thumb|none|600px|The view through the 8x 1P88 scope - the reticle lines were thickened with the V2.0 update.]]&lt;br /&gt;
[[File:Squad SVDM (3).jpg|thumb|none|600px|Reloading in the same manner as its older predecessor.]]&lt;br /&gt;
[[File:Squad SVDM (4).jpg|thumb|none|600px|Pinky-pulling the charging handle to send the bolt into battery.]]&lt;br /&gt;
[[File:Squad SVDM (5).jpg|thumb|none|600px|Deploying the SVDM's bipod.]]&lt;br /&gt;
[[File:Squad SVDM (6).jpg|thumb|none|600px|The SVDM on the ground, in idle.]]&lt;br /&gt;
[[File:Squad SVDM (7).jpg|thumb|none|600px|Magazine swaps a redone with the left hand, AK-like, while deployed.]]&lt;br /&gt;
[[File:Squad SVDM (8).jpg|thumb|none|600px|The deployed rechamber animation.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
Grenade Launchers are available to the grenadier class. They all have arming distances to mirror those in real life.&lt;br /&gt;
&lt;br /&gt;
All grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-series grenade launcher#GP-25|GP-25]] Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.&lt;br /&gt;
[[file:Gp-25_1.jpg|thumb|none|400px|GP-25 - 40mm]] &lt;br /&gt;
[[file:Squad gp25 ak74 hold.jpg|thumb|none|600px|The GP-25, mounted to a AK-74, in first person.]]&lt;br /&gt;
[[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]]&lt;br /&gt;
[[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]]&lt;br /&gt;
[[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.]]&lt;br /&gt;
[[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]]&lt;br /&gt;
[[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]]&lt;br /&gt;
[[file:Squad gp25 blue.jpg|thumb|none|600px|...a blue smoke grenade...]]&lt;br /&gt;
[[file:Squad gp25 red.jpg|thumb|none|600px|...and a red smoke grenade. - The real Russian 40mm caseless grenades generally only produce white smoke, and most of them, like the GDM-40, GD-40, or the GRD-40, look very different from the VOG-25.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2==&lt;br /&gt;
The [[M203 grenade launcher|M203A2]] is available to Grenadiers of the US and Canadian Armies, mounted on the [[Squad#M4 Carbine|M4 Carbine]] and the C7A2 respectively. It is able to fire M433 HEDP rounds or, similar to the [[Squad#GP-25 Grenade Launcher|GP-25]], red, blue and white smoke rounds. Upon selecting the M203A2, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. &lt;br /&gt;
&lt;br /&gt;
Note that there are no blue smoke rounds for the M203 in reality; there are only M714 white smoke rounds, M713 red smoke rounds, M715 green smoke rounds, and M716 yellow smoke rounds.&lt;br /&gt;
[[File:M4 Carbine with M203 Grenade Launcher.jpg|thumb|none|400px|M4 Carbine with M203 Grenade Launcher - 40mm]]&lt;br /&gt;
[[file:Squad m203 hold.jpg|thumb|none|600px|The M203A2, mounted on the M4 Carbine, in first person view.]]&lt;br /&gt;
[[file:Squad_m203_sights.jpg|thumb|none|600px|Aiming with the leaf sight.]]&lt;br /&gt;
[[file:Squad_m203_loading.jpg|thumb|none|600px|Loading a M433 HEDP round.]]&lt;br /&gt;
[[file:Squad m203 white.jpg|thumb|none|600px|Loading a M714 Ground Marker round.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (1).jpg|thumb|none|600px|An M203A2 slung under the C7A2 rifle, a unique setup with the original upper handguard still retained.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (2).jpg|thumb|none|600px|Using the Canadian M203.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (3).jpg|thumb|none|600px|Aiming through its distinct sight - it adjusts from 50m to 300m, here set at 100 to make the front post a bit more visible.]]&lt;br /&gt;
&lt;br /&gt;
==L123A2 UGL==&lt;br /&gt;
The [[Heckler &amp;amp; Koch AG grenade launcher series#L123|Heckler &amp;amp; Koch AG-SA80]] appears in game under the better-known British designation &amp;quot;L123A2&amp;quot;, and is available to the British Army grenadier, mounted to his [[Squad#Enfield SA80A2|L85A2]]. Like the [[Squad#Knight's Armament M203A1|M203A1]], it can fire M433 HEDP rounds or red, blue and white smoke rounds.&lt;br /&gt;
[[file:L85A2 with UGL.jpg|thumb|none|400px|L123A2 Underslung Grenade Launcher mounted on an L85A2 - 40mm]]&lt;br /&gt;
[[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]]&lt;br /&gt;
[[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight.]]&lt;br /&gt;
[[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]]&lt;br /&gt;
[[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]]&lt;br /&gt;
[[file:Squad l123a2 blue.jpg|thumb|none|600px|...a blue smoke round....]]&lt;br /&gt;
[[file:Squad l123a2 red.jpg|thumb|none|600px|...and a red smoke round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK79==&lt;br /&gt;
MEA Grenadiers use G3 battle rifles with underslung [[Heckler &amp;amp; Koch HK69A1|Heckler &amp;amp; Koch HK79]] 40mm launchers.&lt;br /&gt;
[[File:HK33HK79.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK79 40mm mounted on [[Heckler &amp;amp; Koch HK33|Heckler &amp;amp; Koch HK33A2]] 5.56x45mm]]&lt;br /&gt;
[[File:SquadHK79.jpg|thumb|none|600px|High in the guard tower, sits the G3 with the underslug HK79 bloop tube.]]&lt;br /&gt;
[[File:SquadHK79Irons.jpg|thumb|none|600px|Aiming down the side mounted sights, adjustable for all ranges.]]&lt;br /&gt;
[[File:SquadHK79IronsKaboom.jpg|thumb|none|600px|Including that one.]]&lt;br /&gt;
[[File:SquadHK79Reload.jpg|thumb|none|600px|Cracking open the tube to remove the spent round.]]&lt;br /&gt;
[[File:SquadHK79Reload2.jpg|thumb|none|600px|And popping in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
Rocket launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing. Like grenade launchers, all rocket launchers have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M2==&lt;br /&gt;
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M2|Carl Gustaf M2]] appears in ''Squad'' as the &amp;quot;Carl Gustav M2 + No78Mk1&amp;quot;. It is available to the Canadian Army heavy anti-tank class and comes with 2 high-explosive anti-tank (HEAT) warheads and a single tandem charge warhead.&lt;br /&gt;
[[file:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[file:SquadM2.jpg|thumb|none|600px|Equipping the M2 starts similar to its brother the MAAWS by loading in the first round.]]&lt;br /&gt;
[[file:SquadM2Gustav.jpg|thumb|none|600px|The M2 Gustav in all it's vintage glory.]]&lt;br /&gt;
[[file:SquadM2GustavScope.jpg|thumb|none|600px|That vintage look extends to the very basic scope in comparison to the M3 below.]]&lt;br /&gt;
[[file:SquadM2GustavReload.jpg|thumb|none|600px|Reloading starts by opening the rear tube...]]&lt;br /&gt;
[[file:SquadM2GustavReload2.jpg|thumb|none|600px|Before stuffing in a new shell and closing it.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M3==&lt;br /&gt;
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M3|Carl Gustaf M3]] appears in ''Squad'' under the US Army designation &amp;quot;M3 MAAWS&amp;quot;, available to the US heavy anti-tank class. It comes with 2 HEAT warheads (although you can take a tandem as well) plus 2 smoke rounds. &lt;br /&gt;
[[file:CarlGustavM3.jpg|thumb|none|400px|Carl Gustaf M3 - 84x246mm R]]&lt;br /&gt;
[[file:SquadMAAWSdraw.jpg|thumb|none|600px|Equipping the MAAWS starts with loading the launcher and bringing it to ones shoulder.]]&lt;br /&gt;
[[file:SquadMAAWS.jpg|thumb|none|600px|The MAAWS ready to rumble on the range.]]&lt;br /&gt;
[[file:SquadMAAWSscope.jpg|thumb|none|600px|Aiming the MAAWS at a ruined BTR on the range, the scope is a chevron in the center for 100 metres, with a mix of drop compensators below it.]]&lt;br /&gt;
[[file:SquadMAAWSreload.jpg|thumb|none|600px|Having taught the blown up BTR what for, the reload begins by unlatching the rear of the weapon.]]&lt;br /&gt;
[[file:SquadMAAWSreload2.jpg|thumb|none|600px|Before loading in a new shell and locking the system up.]]&lt;br /&gt;
&lt;br /&gt;
==M72A7 LAW==&lt;br /&gt;
The [[M72 LAW|M72A7 LAW]] is available to the US Army and British Army light and heavy anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but may be equipped with a [[Squad#M67 Frag Grenade|M67]] or [[Squad#L109A1 Frag Grenade|L109A1]] respectively to make up for the reduced firepower. Bizarrely, the heavy anti-tank use them as a secondary launcher to their [[Squad#Saab Bofors Dynamics AT4-CS|AT4-CS]] launchers.&lt;br /&gt;
&lt;br /&gt;
Note that the British Army does not use M72A7s, but rather the further upgraded M72A9 variant (though the two variants are visually very similar), designated as the &amp;quot;L72A9 Light Anti-Structure Munition (LASM)&amp;quot;. As its designation implies, its warhead is designed to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to make up for the shortfall of [[MATADOR|L2A1 ASMs]].&lt;br /&gt;
&lt;br /&gt;
[[File:M72A7 LAW.jpg|thumb|none|400px|M72A7 LAW with rocket - 66mm]]&lt;br /&gt;
[[file:Squad law hold.jpg|thumb|none|600px|The M72A7 LAW in first person.]]&lt;br /&gt;
[[file:squad_m72law_deploying.jpg|thumb|none|600px|Deploying the M72 LAW.]]&lt;br /&gt;
[[file:squad_m72law_sights.jpg|thumb|none|600px|Aiming down the sights. The sights can be zeroed up to 400m.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4-CS==&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics AT4-CS]] is available to the US Army light anti-tank class and British Army heavy anti-tank class under their respective designations, the &amp;quot;M136 AT4-CS&amp;quot; and &amp;quot;ILAW AT4-CS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At the same time, it is worth noting that &amp;quot;ILAW&amp;quot; is an incomplete designation; the proper designation is &amp;quot;L2A1 Interim Light Anti-tank Weapon (ILAW)&amp;quot;. As its name suggests, it is an interim solution to make up for the shortfall of [[MBT LAW|NLAWs]] as the British Army replaces its obsolete [[LAW 80]] launchers.&lt;br /&gt;
[[file:AT-4Launcher.jpg|thumb|none|400px|Saab Bofors Dynamics AT4 - 84mm]]&lt;br /&gt;
[[file:Squad at4 draw 1.jpg|thumb|none|600px|Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...]]&lt;br /&gt;
[[file:Squad at4 draw 2.jpg|thumb|none|600px|...then flips up the rear sight...]]&lt;br /&gt;
[[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]]&lt;br /&gt;
[[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]]&lt;br /&gt;
[[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights - the sights zero up to 500m, turning the knob in the process.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics MBT-LAW==&lt;br /&gt;
The V2.0 update introduced the [[MBT LAW|NLAW]] as a replacement for the ILAW AT4-CS for the British Army. It features a Predicted-Line-Of-Sight (PLOS) mode that allows the user to track moving targets and fire a guided projectile. &lt;br /&gt;
[[File:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[File:Squad NLAW (1).jpg|thumb|none|600px|Equipping the NLAW - the UK HAT operator flips out the scope...]]&lt;br /&gt;
[[File:Squad NLAW (2).jpg|thumb|none|600px|...and disengages the safety.]]&lt;br /&gt;
[[File:Squad NLAW (3).jpg|thumb|none|600px|The NLAW in idle.]]&lt;br /&gt;
[[File:Squad NLAW (4).jpg|thumb|none|600px|A clear view through the scope.]]&lt;br /&gt;
[[File:Squad NLAW (5).jpg|thumb|none|600px|Showing off the locking feature with a derelict M1A2.]]&lt;br /&gt;
[[File:Squad NLAW (6).jpg|thumb|none|600px|Flipping the sight down while putting away the NLAW.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes has an extra OG-7V warhead to compensate for their [[Squad#SKS|weaker primary rifle]]. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice. &lt;br /&gt;
&lt;br /&gt;
Additionally, the Russian Ground Forces anti-tank's RPG-7V2 also comes equipped with a PGO-7 (likely the V3 variant), which is regrettably plagued with incorrect or missing markings. It also does not come with the UP-7V sighting device designed to be used in tandem with it, despite the combination of the two being the defining features of the RPG-7V2 over the older variants. Finally, production of the PG-7VM had long ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] &lt;br /&gt;
[[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]]&lt;br /&gt;
[[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.]]&lt;br /&gt;
[[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]]&lt;br /&gt;
[[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]]&lt;br /&gt;
[[file:Squad rpg7 pg7vr.jpg|thumb|none|600px|...and a PG-7VR warhead.]]&lt;br /&gt;
[[file:squad_rpg7_arming.jpg|thumb|none|600px|In a nice display of weapons knowledge, the player character cocks the launcher after each reload.]]&lt;br /&gt;
[[file:Squad rpg7v2 pgo7v hold.jpg|thumb|none|600px|The RPG-7V2, with PGO-7V mounted, in first person.]]&lt;br /&gt;
[[file:Squad rpg7v2 pgo7v aim.jpg|thumb|none|600px|Aiming with the PGO-7V - note the incorrect, extra and missing markings throughout the sight picture.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-26==&lt;br /&gt;
The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]].&lt;br /&gt;
[[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]]&lt;br /&gt;
[[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - the anti-tank soldier flips up the front sight...]]&lt;br /&gt;
[[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]]&lt;br /&gt;
[[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]]&lt;br /&gt;
[[file:Squad rpg26 hold.jpg|thumb|none|600px|The RPG-26 in first person.]]&lt;br /&gt;
[[file:Squad rpg26 aim.jpg|thumb|none|600px|Aiming the RPG-26.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-28==&lt;br /&gt;
Introduced with the V2.0 update, the '''RPG-28''' is a new option for the Russian Army HAT kit. It fires a large 125mm projectile with a flat projectile, and can be zeroed out to 500m. &lt;br /&gt;
[[File:Squad RPG-28 (1).jpg|thumb|none|600px|Pulling out the safety pin on the RPG-28, just like the RPG-26 above.]]&lt;br /&gt;
[[File:Squad RPG-28 (2).jpg|thumb|none|600px|Idling with the RPG-26.]]&lt;br /&gt;
[[File:Squad RPG-28 (3).jpg|thumb|none|600px|Looking through the optical sight.]]&lt;br /&gt;
[[File:Squad RPG-28 (4).jpg|thumb|none|600px|Slinging back the tube in its unequip animation.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-29==&lt;br /&gt;
The [[RPG-29]] Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the [[Squad#RPG-7V2|RPG-7V2]], the extra tandem charge warhead provides extra firepower against armored vehicles at the cost of versatility since the former does not have fragmentation warheads.&lt;br /&gt;
[[File:RPG-29 launcher.jpg|thumb|none|400px|RPG-29 launcher - 105mm]]&lt;br /&gt;
[[file:Squad RPG29 Ready1.jpg|thumb|none|600px|Deploying the RPG-29 - the anti-tank soldier flips up the front sight...]]&lt;br /&gt;
[[file:Squad RPG29 Ready2.jpg|thumb|none|600px|...and the rear sight...]]&lt;br /&gt;
[[file:Squad RPG29 Ready3.jpg|thumb|none|600px|...and loads a PG-29V warhead - the loading sequence of the deploying animation is the same as the reloading animation.]]&lt;br /&gt;
[[file:Squad RPG29 Hold.jpg|thumb|none|600px|The RPG-29 in first person.]]&lt;br /&gt;
[[file:Squad RPG29 Aim.jpg|thumb|none|600px|Aiming the RPG-29.]]&lt;br /&gt;
&lt;br /&gt;
=Frag Grenades= &lt;br /&gt;
==M67 Frag Grenade==&lt;br /&gt;
The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes less the lead crewman, crewman, grenadier, combat engineer and machine gunner. Canadian Army forces use it as the under the '''C13 Grenade''' designation.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]] &lt;br /&gt;
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person.]]&lt;br /&gt;
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Frag Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade]]&lt;br /&gt;
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person.]]&lt;br /&gt;
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RGD-5 before throwing.]]&lt;br /&gt;
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.]]&lt;br /&gt;
&lt;br /&gt;
==L109A1 Frag Grenade==&lt;br /&gt;
The [[L109 hand grenade|L109A1]] is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.&lt;br /&gt;
[[file:L109 A1.jpg|thumb|none|200px|L109A1 frag grenade]]&lt;br /&gt;
[[file:Squad l109a1 hold.jpg|thumb|none|600px|The L109A1 in first person.]]&lt;br /&gt;
[[file:Squad l109a1 throw.jpg|thumb|none|600px|Pulling the pin on the L109A1 before throwing.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Frag Grenade==&lt;br /&gt;
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.&lt;br /&gt;
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]&lt;br /&gt;
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person.]]&lt;br /&gt;
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling out the F-1's pin.]]&lt;br /&gt;
&lt;br /&gt;
=Smoke Grenades=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army, and is available to all classes less the grenadier, coming in white, red, or blue. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that M18s are not available in white or blue, and a better alternative for white smoke would be the [[AN/M8 HC smoke grenade|AN/M8]] or [[M83 Smoke Grenade]].&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]] &lt;br /&gt;
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person.]]&lt;br /&gt;
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing.]]&lt;br /&gt;
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.]]&lt;br /&gt;
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18, as the player character enjoys a moment of patriotic fervor.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade==&lt;br /&gt;
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes less the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.&lt;br /&gt;
[[File:RDG-2.jpg|thumb|none|350px|RDG-2 smoke grenade]]&lt;br /&gt;
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person.]]&lt;br /&gt;
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - the player character pulls off the cap on one end...]]&lt;br /&gt;
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|...pulls off the cap on the other end...]]&lt;br /&gt;
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|...and ignites the grenade.]]&lt;br /&gt;
[[Image:05 squad rgd2 smoke.jpg|thumb|none|600px|The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==L132A1 Smoke Grenade==&lt;br /&gt;
The [[L132A1 smoke grenade|L132A1]] is the white smoke grenade of choice for the British Army, and is available to all classes less the grenadier.&lt;br /&gt;
[[File:L132A1.jpg|thumb|none|200px|L132A1 smoke grenade]]&lt;br /&gt;
[[Image:Squad l132a1 hold.jpg|thumb|none|600px|The L132A1 in first person.]]&lt;br /&gt;
[[Image:Squad l132a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]&lt;br /&gt;
&lt;br /&gt;
==L152A1 Smoke Grenade==&lt;br /&gt;
The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.&lt;br /&gt;
&lt;br /&gt;
The L152A1 markings are similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.&lt;br /&gt;
[[File:L152a1.jpg|thumb|none|200px|L152A1 smoke grenade]]&lt;br /&gt;
[[Image:01 squad l152a1 hold.jpg|thumb|none|600px|The L152A1 in first person - the yellow body, while not not awfully visible here, can be clearly seen if one were to use freelook.]]&lt;br /&gt;
[[Image:02 squad l152a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]&lt;br /&gt;
[[Image:03 squad l152a1 markings.jpg|thumb|none|600px|A good look at the markings on the grenade body.]]&lt;br /&gt;
&lt;br /&gt;
= Other Grenades &amp;amp; Munitions=&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade|AN/M14]] appears in ''Squad'' simply as &amp;quot;ANM14 Incendiary Grenade&amp;quot; and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person,]]&lt;br /&gt;
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14,]]&lt;br /&gt;
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.]]&lt;br /&gt;
&lt;br /&gt;
==Improvised Explosive Device==&lt;br /&gt;
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.&lt;br /&gt;
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person.]]&lt;br /&gt;
[[file:Squad ied draw.jpg|thumb|none|600px|Priming the IED before deployment.]]&lt;br /&gt;
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.]]&lt;br /&gt;
[[file:Squad ied deto.jpg|thumb|none|600px|Making the deadliest phone call - the phone makes a short ringtone.]]&lt;br /&gt;
[[file:Squad ied exp1.jpg|thumb|none|600px|Initial stage of detonation (and grief for your foes)]]&lt;br /&gt;
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage - note the brilliant ray of light bursting through the cloud.]]&lt;br /&gt;
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.]]&lt;br /&gt;
[[file:08 squad ied exp4.jpg|thumb|none|600px|Fourth stage]]&lt;br /&gt;
[[file:09 squad ied exp5.jpg|thumb|none|600px|Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.]]&lt;br /&gt;
&lt;br /&gt;
== M15 Anti-Tank Mine ==&lt;br /&gt;
&lt;br /&gt;
The [[M15 anti-tank mine|M15 Anti-Tank Mine]] was added to the game in Update 13, available for the US and British Army Combat Engineers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
&lt;br /&gt;
==TM-62M Anti-tank Mine==&lt;br /&gt;
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as &amp;quot;TM-62&amp;quot;, and is available to the Insurgent and Militia scouts.&lt;br /&gt;
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person.]]&lt;br /&gt;
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...]]&lt;br /&gt;
[[File:Squad tm62m draw2.jpg|thumb|none|600px|...screws it in place...]]&lt;br /&gt;
[[File:05 squad tm62m arm3.jpg|thumb|none|600px|...and arms the mine.]]&lt;br /&gt;
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
Mortars are deployable weapons requiring setup by a squad.&lt;br /&gt;
&lt;br /&gt;
==M252==&lt;br /&gt;
The [[M252 Mortar|M252]] is available to the US Army as an emplacement.&lt;br /&gt;
[[File:M252Mort.JPG|thumb|none|400px|M252 - 81mm]]&lt;br /&gt;
[[File:Squad m252.jpg|thumb|none|600px|The M252 as a deployable.]]&lt;br /&gt;
[[File:Squad m252 1p.jpg|thumb|none|600px|The M252 in first person.]]&lt;br /&gt;
[[File:Squad m252 aim.jpg|thumb|none|600px|Aiming the M252 - the developers were nice enough to add a range guide.]]&lt;br /&gt;
&lt;br /&gt;
==2B14 Podnos==&lt;br /&gt;
The [[2B14 Podnos Mortar|2B14 Podnos]] is available to the Russian Ground Forces as an emplacement.&lt;br /&gt;
[[File:2B14 Podnos 82mm Mortar.jpg|thumb|none|400px|2B14 Podnos - 82mm]]&lt;br /&gt;
[[File:Squad 2b14.jpg|thumb|none|600px|The 2B14 Podnos as a deployable.]]&lt;br /&gt;
[[File:Squad 2b14 1p.jpg|thumb|none|600px|The 2B14 Podnos in first person.]]&lt;br /&gt;
[[File:Squad 2b14 aim.jpg|thumb|none|600px|Aiming the 2B14 Podnos.]]&lt;br /&gt;
&lt;br /&gt;
==BM-37==&lt;br /&gt;
The [[BM-37 Mortar|BM-37]] appears in game as the &amp;quot;M1937&amp;quot; and is available to the Insurgent and Militia forces as an emplacement.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|400px|BM-37 - 82mm]]&lt;br /&gt;
[[File:Squad m1937.jpg|thumb|none|600px|The BM-37 as a deployable.]]&lt;br /&gt;
[[File:Squad m1937 1p.jpg|thumb|none|600px|The BM-37 in first person.]]&lt;br /&gt;
[[File:Squad m1937 aim.jpg|thumb|none|600px|Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Machine Guns=&lt;br /&gt;
Heavy Machine Guns in ''Squad'' are either deployable weapons requiring setup, or vehicle-mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==Browning M2A1==&lt;br /&gt;
The [[Browning M2|Browning M2A1]] is available to the US Army as both an emplacement and a vehicle-mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.&lt;br /&gt;
[[Image:M2A2.jpg|thumb|none|400px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.]]&lt;br /&gt;
[[Image:Squad_m2hb_tripod.jpg|thumb|none|600px|The M2A1 mounted on an M3 tripod, as a deployable.]]&lt;br /&gt;
[[Image:Squad m2a1 bunker.jpg|thumb|none|600px|The M2A1 in a machine gun bunker.]]&lt;br /&gt;
[[Image:Squad m2a1 1p.jpg|thumb|none|600px|The M2A1 in first person.]]&lt;br /&gt;
[[Image:Squad m2a1 aim.jpg|thumb|none|600px|Aiming with what seems to be a TA648MGO-M2.]]&lt;br /&gt;
[[Image:Squad_m2a1hmg.jpg|thumb|none|600px|The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.]]&lt;br /&gt;
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.]]&lt;br /&gt;
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|Aiming down the sights atop a MAT-V.]]&lt;br /&gt;
[[Image:Squad m2a1 m1126.jpg|thumb|none|600px|The M2A1 CROWS mounted on a M1126 Stryker ICV.]]&lt;br /&gt;
[[Image:Squad m2a1 crows.jpg|thumb|none|600px|Aiming with the CROWS.]]&lt;br /&gt;
[[Image:Squad m2a1 reload.jpg|thumb|none|600px|Reloading the M2A1.]]&lt;br /&gt;
&lt;br /&gt;
==NSV==&lt;br /&gt;
The [[NSV heavy machine gun|NSV]] is available to the Russian Ground Forces as an emplacement, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.&lt;br /&gt;
&lt;br /&gt;
Note that the NSV has been slated for replacement by the Kord, but as of now it is still issued to units, so its appearance in ''Squad'' is not anachronistic.&lt;br /&gt;
[[File:6U6 NSV 02.jpg|thumb|none|400px|NSV machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:squad_nsv_machine_gun.jpg|thumb|none|600px|The NSV as a deployable.]]&lt;br /&gt;
[[Image:Squad nsv bunker.jpg|thumb|none|600px|The NSV in a machine gun bunker.]]&lt;br /&gt;
[[Image:Squad nsv 1p.jpg|thumb|none|600px|The NSV in first person.]]&lt;br /&gt;
[[Image:Squad nsv aim.jpg|thumb|none|600px|Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.]]&lt;br /&gt;
[[Image:Squad nsv reload.jpg|thumb|none|600px|Reloading the NSV.]]&lt;br /&gt;
&lt;br /&gt;
==DShKM==&lt;br /&gt;
The [[DShK heavy machine gun|DShKM]] is available to Militia and Insurgent forces as both an emplacement and a vehicle-mounted weapon. It may come with or without shields to protect its gunner.&lt;br /&gt;
[[File:DShK_HMG.jpg|thumb|none|400px|DShKM machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:Squad_dshk_tripod.jpg|thumb|none|600px|A DShKM mounted on a tripod.]]&lt;br /&gt;
[[Image:Squad dshkm shield.jpg|thumb|none|600px|A DShKM, with shield mounted on a tripod, at the same time showing off its right side. Note the ammo belt; like the PKM/PKP, the ammo belt is correctly animated as non-disintegrating, but the depleted belt doesn't go on for long and disappears after a short length.]]&lt;br /&gt;
[[Image:Squad dshkm cars.jpg|thumb|none|600px|From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.]]&lt;br /&gt;
[[Image:07 squad dshkm tech shield.jpg|thumb|none|600px|From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.]]&lt;br /&gt;
[[Image:08 squad dshkm tech shield armour.jpg|thumb|none|600px|An Insurgent technical, fitted with improvised armor, with a shielded DShKM.]]&lt;br /&gt;
[[Image:Squad dshkm 1p.jpg|thumb|none|600px|The DShKM in first person.]]&lt;br /&gt;
[[Image:Squad dshkm aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Squad dshkm reload.jpg|thumb|none|600px|Reloading the DShKM.]]&lt;br /&gt;
&lt;br /&gt;
=Missile Launchers=&lt;br /&gt;
Anti-tank missile launchers are currently available in ''Squad'' as deployables. Some vehicles are also equipped with missiles.&lt;br /&gt;
&lt;br /&gt;
== 9M133 Kornet==&lt;br /&gt;
The [[AT-14 Spriggan|9M133 Kornet]] anti-tank missile was added to the game in Alpha 12. It is only available to the Russian Ground Forces.&lt;br /&gt;
&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|9K135 Kornet missile launcher system with 9M133 Kornet missile - 152mm]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] anti-tank missile was added to the game in Alpha 11. It is only available to U.S. Army and the British Army. The M2A3 Bradley IFV is also equipped with 2 TOW missiles.&lt;br /&gt;
&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 launcher with daysight tracker, AN/TAS-4A night sight and FCS with inserted battery module - 152mm]]&lt;br /&gt;
&lt;br /&gt;
=Other Mounted Weapons=&lt;br /&gt;
This section covers all the rest of the emplacements or vehicle-mounted weapons, with mortars and HMGs covered in the above sections.&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
US Army M1A2 Abrams and M2A3 Bradleys have [[M240C]] coaxial machine guns. Similar FN MAG GPMG/C6 FLEX variants are used on British and Canadian armor.&lt;br /&gt;
[[File:M240C.jpg|thumb|none|400px|M240C - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Squad M240C (1).jpg|thumb|none|600px|A closeup of the M240C on the woodland variant of the M1A2.]]&lt;br /&gt;
[[File:Squad M240C (2).jpg|thumb|none|600px|Another view of all of the Abrams' armaments in general, showing the RWS M2A1 and loader's M240 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M240H==&lt;br /&gt;
The [[M240D|M240H]], the US Army Aviation designation for the M240D, is mounted in both of the of gunners' windows of the UH-60M &amp;quot;Grouse&amp;quot; Blackhawk utility helicopter. It is also used in the RAF SA 330 Puma HC2 transport helicopter that is part of the V2.0 update.&lt;br /&gt;
[[File:M240d.jpg|thumb|none|400px|M240D - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad M240H (1).jpg|thumb|none|600px|The UH-60M's M240H.]]&lt;br /&gt;
[[File:Squad M240H (2).jpg|thumb|none|600px|Behind the spade-gripped 240.]]&lt;br /&gt;
[[File:Squad M240H (3).jpg|thumb|none|600px|Aiming is done with the front sight + tracer fire.]]&lt;br /&gt;
[[File:Squad M240H (4).jpg|thumb|none|600px|The M240H's reload. The charging handle is pulled when first entering the position, and at the start of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are used on the American M2A3 Bradleys and Canadian LAV III 6.0 armored fighting vehicles.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|400px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Squad M242 (1).jpg|thumb|none|600px|The Bushmaster atop the LAV III 6.0.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PK Machine Gun|PKT]] can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with a mounted [[Squad#ZU-23-2|ZU-23-2]].&lt;br /&gt;
[[File:Machine gun PKT.jpg|thumb|none|400px|PKT - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkt mtlb.jpg|thumb|none|600px|The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.]]&lt;br /&gt;
[[File:Squad pkt aim.jpg|thumb|none|600px|Aiming the PKT.]]&lt;br /&gt;
&lt;br /&gt;
==NSVT==&lt;br /&gt;
The [[NSV|NSVT]] can be found mounted on MT-LBMs belonging to the Russian Ground Forces and Militia.&lt;br /&gt;
&lt;br /&gt;
Note that MT-LBMs do not exist in this configuration, and the only variant of the MT-LB to sport a NSVT turret would be the MT-LBVM, which is identifiable by its wider tracks and mudguards.&lt;br /&gt;
[[File:NSVTMG.jpg|thumb|none|400px|NSVT mounted on a T-84 - 12.7x108mm]]&lt;br /&gt;
[[File:Squad nsvt many.jpg|thumb|none|600px|From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.]]&lt;br /&gt;
[[File:Squad nsvt mtlbm6m.jpg|thumb|none|600px|A closer look at the NSVT.]]&lt;br /&gt;
[[File:Squad nsvt aim.jpg|thumb|none|600px|Aiming the NSVT.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT Heavy Machine Gun|KPVT]] can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armor-piercing incendiary tracer (API-T) rounds. The turret also has a visible [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT - 14.5x114mm]]&lt;br /&gt;
[[File:Squad kpvt mtlbm6ma.jpg|thumb|none|600px|The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the coaxial PKT to its left and the 6 smoke grenade launchers.]]&lt;br /&gt;
[[File:Squad kpvt btr80.jpg|thumb|none|600px|The KPVT mounted on a Militia BTR-80.]]&lt;br /&gt;
[[File:Squad kpvt brdm2.jpg|thumb|none|600px|The KPVT mounted on an Insurgent BRDM-2.]]&lt;br /&gt;
[[File:Squad kpvt aim.jpg|thumb|none|600px|Aiming the KPVT.]]&lt;br /&gt;
&lt;br /&gt;
==2A72==&lt;br /&gt;
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armor-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the [[Squad#KPVT|KPVT]] above, its turret comes with a [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.&lt;br /&gt;
[[File:Squad 2a72 btr82a.jpg|thumb|none|600px|The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT to its left and the 6 smoke grenade launchers.]]&lt;br /&gt;
[[File:Squad 2a72 mtlbm6mb.jpg|thumb|none|600px|The 2A72 mounted on a Militia MT-LBM (6MB) - this variant of the MT-LBM is particularly rare and it's unlikely for a ragtag team of militants to get their hands on it.]]&lt;br /&gt;
[[File:Sqiad 2a72 aim.jpg|thumb|none|600px|Aiming the 2A72.]]&lt;br /&gt;
&lt;br /&gt;
==SPG-9==&lt;br /&gt;
The [[SPG-9 recoilless rifle|SPG-9]] Kopye is available to Insurgents and Militia forces as both an emplacement and a vehicle-mounted weapon. It may fire either OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.&lt;br /&gt;
[[File:Spg-9.jpg|thumb|none|400px|SPG-9 - 73mm]]&lt;br /&gt;
[[File:Squad spg9.jpg|thumb|none|600px|The SPG-9 as a deployable.]]&lt;br /&gt;
[[File:Squad spg9 1p.jpg|thumb|none|600px|The SPG-9 in first person.]]&lt;br /&gt;
[[File:Squad spg9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SPG-9 jeep mount.jpg|thumb|none|400px|SPG-9 recoilless rifle jeep mount - 73mm]]&lt;br /&gt;
[[File:Squad spg9 car.jpg|thumb|none|600px|An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).]]&lt;br /&gt;
&lt;br /&gt;
==UB-32==&lt;br /&gt;
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.&lt;br /&gt;
[[File:squad_ub32_rocket.jpg|thumb|none|600px|On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23-2==&lt;br /&gt;
The [[ZU-23|ZU-23-2]] is available to Insurgents and Militia forces either as an emplacement or a vehicle-mounted weapon. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted [[ZU-23-2]].&lt;br /&gt;
&lt;br /&gt;
While the ZU-23-2 is primarily an anti-aircraft cannon, its current use in ''Squad'' is for destroying infantry with rapid volumes of HE fire.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Squad zu23.jpg|thumb|none|600px|Front view of the ZU-23-2...]]&lt;br /&gt;
[[File:Squad zu23 rear.jpg|thumb|none|600px|...and a view from behind.]]&lt;br /&gt;
[[File:Squad zu23 1p.jpg|thumb|none|600px|The ZU-23-2 in first person.]]&lt;br /&gt;
[[File:Squad zu23 logi.jpg|thumb|none|600px|A ZU-23-2 turret mounted on an Insurgent Ural 375D.]]&lt;br /&gt;
[[File:Squad zu23 logi2.jpg|thumb|none|600px|A closer look at the truck-mounted ZU-23-2 turret.]]&lt;br /&gt;
[[File:Squad zu23 mtlb.jpg|thumb|none|600px|An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the [[Squad#PKT|PKT]] turrets mounted at the front.]]&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Squad&amp;diff=1417570</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Squad&amp;diff=1417570"/>
		<updated>2021-05-17T01:46:06Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: Thank you for replacing those old low-res photos I had. My old computer was decent for screen caps, but not for game quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Squad&lt;br /&gt;
|picture=Squadlogo_black_hires.jpg&lt;br /&gt;
|date=December 15, 2015 (Early Access) September 23, 2020 (Official Release)&lt;br /&gt;
|developer=Offworld Industries&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Squad''''' is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The [http://joinsquad.com/faq stated goal] of ''Squad'' is to create a &amp;quot;tactical first person shooter built around teamwork and cooperation&amp;quot;. It is a spiritual successor to the award-winning ''[[Project Reality]]'' modification for ''[[Battlefield 2]]'', with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the main game was developed from 2015 and finally released in 2020. It was originally available as a Steam Early Access title. The developers intend on continuing support and development of the game with additional factions, weapons, vehicles, and levels.&lt;br /&gt;
&lt;br /&gt;
There are two historical set titles derived from ''Squad'''s &amp;quot;OWI Core&amp;quot; UE4 framework, the WWII-set ''[[Post Scriptum]]'' (released in 2018) and the upcoming WWI-set ''[[Beyond The Wire]].''&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;
=Overview=&lt;br /&gt;
''Squad'' simulates engagements across many different theaters involving the US Army, Ground Forces of the Russian Federation, British Army, Canadian Army, Insurgents, and the Irregular Militia Forces (referred to as &amp;quot;Militia&amp;quot; for brevity). The official V1.0 release in 2020 introduced the Middle Eastern Alliance (MEA), a spiritual successor to ''PR'''s MEC, based on the Iranian and Turkish armed forces. In a game of ''Squad'', players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. Specialist kits may either have squad-level or team-wide role limitations, and may only be made available when the squad (and team) has reached a minimum size. The roles in ''Squad'' are:&lt;br /&gt;
&lt;br /&gt;
*Squad/Cell Leader, the head of the squad with the ability to place rally points, forward operating bases (FOBs) and deployables.&lt;br /&gt;
*Rifleman/Fighter, who is equipped with a standard loadout for general purpose combat.&lt;br /&gt;
*Automatic Rifleman, who is equipped with a light machine gun for providing direct fire support and suppression.&lt;br /&gt;
*Machine Gunner, who is equipped with a medium machine gun to provide sustained medium to long range direct fire support and suppression.&lt;br /&gt;
*Medic, who is capable of reviving and healing incapacitated/wounded teammates.&lt;br /&gt;
*Lead Crewman, who is almost similar to the crewman below, but is also capable of deploying rally points, FOBs and deployables.&lt;br /&gt;
*Crewman, who is given a stripped-down loadout for self-defense, and is capable of operating heavier vehicles.&lt;br /&gt;
*Grenadier, who is capable of providing indirect fire support with launched grenades and marking targets with smoke grenades.&lt;br /&gt;
*Light Anti Tank, who is equipped with rocket launchers to eliminate light vehicles and entrenched enemies.&lt;br /&gt;
*Heavy Anti Tank, who is equipped with anti-tank rocket launchers to eliminate heavily armored vehicles.&lt;br /&gt;
*Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.&lt;br /&gt;
*Raider, who is equipped with a submachine gun and grenades for close quarter combat.&lt;br /&gt;
*Sapper (formerly Scout), who is equipped with binoculars, mines, TNTs and IEDs for scouting enemy positions and explosives for setting up ambushes.&lt;br /&gt;
*Combat Engineer, who is equipped with anti-tank mines and C4 for sabotage behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Reserve ammunition is tracked in individual magazines, and reloading while partially empty will return the magazine to the player's inventory. The player's lower body is fully visible in first person by looking down. Most weapon-related actions in ''Squad'' are fully animated with full arm animations, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.&lt;br /&gt;
&lt;br /&gt;
Zeroing in ''Squad'' closely simulates reality, with animated zeroing adjustments and ranging options that reflect the ranging options on the sights of the real weapons. Changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P320==&lt;br /&gt;
The [[SIG-Sauer P320]] appears in ''Squad'' disguised as the newly adopted sidearm of the US Army, the &amp;quot;M17 Modular Handgun System&amp;quot;. It is available to the US Army squad leader, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.&lt;br /&gt;
[[file:SIGP320.jpg|thumb|none|350px|SIG-Sauer P320 (full size) - 9x19mm]]&lt;br /&gt;
[[File:SIG-P320-FS-MHS.jpg|thumb|none|350px|XM17 MHS with 21-round magazine for comparison - 9x19mm]]&lt;br /&gt;
[[file:Squad M17.jpg|thumb|none|600px|The SIG-Sauer P320 in first person - the two-tone finish and lack of a manual safety ominously warns the player that the US Army may have messed up their Amazon order.]]&lt;br /&gt;
[[file:Squad M17 ADS.jpg|thumb|none|600px|Aiming down the sights as the player coaxes a target into giving him lunch money.]]&lt;br /&gt;
[[file:Squad ADS Reload.jpg|thumb|none|600px|Having brutally killed said target and his two friends, he reloads his empty P320 - note the tilted barrel, a nice touch that often goes unnoticed in many titles.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1== &lt;br /&gt;
The [[Beretta M9A1]] appears in ''Squad'' as the &amp;quot;M9A1 Beretta&amp;quot;. It is available to all US Army classes less the squad leader, rifleman, grenadier, light anti-tank, heavy anti-tank and combat engineer, and feeds from 15-round box magazines. Note that the M9A1 is not adopted by the US Army, but rather by the US Marine Corps in small numbers.&lt;br /&gt;
&lt;br /&gt;
While not visible in the current reload animations, the magazine markings read ''MAS CAL 9 PARA'' / ''FABRIQUE SOUS LICENSE BERETTA'' (&amp;quot;manufactured under a Beretta license&amp;quot;), making it a [[Beretta 92 pistol series#PAMAS G1|PAMAS G1]] magazine (French copy of the Beretta 92FS).&lt;br /&gt;
[[file:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[file:Squad m9a1 hold.jpg|thumb|none|600px|The Beretta M9A1 in first person.]]	&lt;br /&gt;
[[file:Squad_m9a1_sights.jpg|thumb|none|600px|Aiming down the sights.]]	&lt;br /&gt;
[[file:Squad_m9a1_reload.jpg|thumb|none|600px|Reloading the M9A1.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443==&lt;br /&gt;
The [[MP-443 Grach|MP-443]] Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the [[Squad#Beretta M9A1|M9A1]], the marksman, crewman and lead crewman get an extra magazine each.&lt;br /&gt;
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[file:Squad mp443 hold.jpg|thumb|none|600px|The MP-443 in first person.]] &lt;br /&gt;
[[file:Squad_mp443_sights.jpg|thumb|none|600px|Aiming down the sights.]] &lt;br /&gt;
[[file:Squad_mp443_reload.jpg|thumb|none|600px|Reloading the MP-443.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in ''Squad'' under the British Designation of &amp;quot;L131A1 General Service Pistol&amp;quot;. It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the [[Squad#Beretta M9A1|M9A1]] and [[Squad#MP-443 Grach|MP-443 Grach]], the marksman, crewman and lead crewman each get an extra magazine.&lt;br /&gt;
[[file:Glock-17Gen4.jpg|thumb|none|350px|Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm]]&lt;br /&gt;
[[file:Squad l131a1 hold.jpg|thumb|none|600px|Holding the L131A1.]]&lt;br /&gt;
[[file:Squad l131a1 aim.jpg|thumb|none|600px|Aiming down the sights.]] &lt;br /&gt;
[[file:Squad l131a1 reload.jpg|thumb|none|600px|Reloading the L131A1 - the barrel does not tilt upward even though it should.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears in ''Squad'' as the &amp;quot;TT33 Tokarev&amp;quot;. It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the [[Squad#Makarov PM|PM]], it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips.&lt;br /&gt;
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad tt33 hold.jpg|thumb|none|600px|The Tokarev TT-33 in first person.]]&lt;br /&gt;
[[file:Squad TT-33 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad TT-33 Grips.jpg|thumb|none|600px|Reloading the TT-33 - note the painted star on the grips.]]&lt;br /&gt;
[[file:Squad TT-33 Reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM== &lt;br /&gt;
The [[Makarov PM]] appears in ''Squad'' as the &amp;quot;PM Makarov&amp;quot;, following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes less the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the [[Squad#Tokarev TT-33|TT-33]], it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:Squad pm hold.jpg|thumb|none|600px|The Makarov PM in first person.]]&lt;br /&gt;
[[file:Squad_makarov_sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad_makarov_reload2.jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
[[file:Squad pm reload2.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available to all classes of the Canadian Army (expect for the Combat Engineer) added in the Alpha 15.3 update. It appears as the &amp;quot;Hi-Power Pistol&amp;quot;, mildly inaccurate as the Canadian Army uses the Inglis made version with the &amp;quot;hump&amp;quot; rear sights while the in-game version has normal fixed sights. Fittingly, this same mistake happened in Squad's predecessor, Project Reality. An older model Hi-Power with wood grips and a tangent rear sight appears as the standard sidearm of the MEA (Middle Eastern Alliance) faction added in the v1.0 update.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:SquadHiPower.jpg|thumb|none|600px|Far in the cold white north, a Canuck reveals his Hi-Power. Note the three dot sights, inaccurate for the Inglis Hi-Power that is standard issue to the real life Canadian Armed Forces.]]&lt;br /&gt;
[[File:SquadHiPowersights.jpg|thumb|none|600px|We don't even get three dots this time around. Lame.]]&lt;br /&gt;
[[File:SquadHiPowerreload.jpg|thumb|none|600px|Still, nice to have a Hi-Power regardless. Reloading is fairly typical. Remove old mag, show the kids at home fresh new mag...]]&lt;br /&gt;
[[File:SquadHiPowerreload2.jpg|thumb|none|600px|Before hitting the slide release. The Hi-Power reuses the M9A1's animations, even including a non-existent decocker safety for unequipping the gun.]]&lt;br /&gt;
[[Image:Browning-HP-P35.jpg|thumb|none|350px|FN P-35 - 9x19mm]]&lt;br /&gt;
[[File:SquadOldHiPower.jpg|thumb|none|600px|Paying tribute to the sky, we are gifted with a lovely vintage Hi-Power.]]&lt;br /&gt;
[[File:SquadOldHiPowerSights.jpg|thumb|none|600px|Aiming down the sights, the big and chunky 1930's tangent sights.]]&lt;br /&gt;
[[File:SquadOldHiPowerReload.jpg|thumb|none|600px|Although as repayment for this new model...]]&lt;br /&gt;
[[File:SquadOldHiPowerReload2.jpg|thumb|none|600px|We use the same default animations. A small price to pay.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==PPSh-41== &lt;br /&gt;
The [[PPSh-41]] is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel). &lt;br /&gt;
&lt;br /&gt;
Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.&lt;br /&gt;
[[file:Ppsh41.jpg|thumb|none|400px|PPSh-41 with stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad ppsh41 stick hold.jpg|thumb|none|600px|The PPSh-41 in first person.]]&lt;br /&gt;
[[file:Squad ppsh41 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad ppsh41 stick reload1.jpg|thumb|none|600px|Reloading the PPSh-41.]]&lt;br /&gt;
[[file:Squad ppsh41 stick reload2.jpg|thumb|none|600px|Pulling the bolt back after inserting a fresh magazine.]]&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad ppsh41 drum hold.jpg|thumb|none|600px|The PPSh-41, with 71-round drum equipped, in first person.]]&lt;br /&gt;
[[file:Squad ppsh41 drum reload.jpg|thumb|none|600px|Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.]]&lt;br /&gt;
[[file:Squad ppsh41 drum safety.jpg|thumb|none|600px|Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is made available for Insurgent and Militia crewmen, lead crewman and as an option for the Insurgent Light Anti-Tank in Alpha 13.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|350px|none|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:SquadSkorpionDraw.jpg|thumb|none|600px|The draw animation for the Skorpion, doing the rare feat of actually using the gun's folding stock.]]&lt;br /&gt;
[[File:SquadSkorpion1.jpg|thumb|none|600px|The Skorpion in all it's tiny, adorable glory.]]&lt;br /&gt;
[[File:SquadSkorpionSights.jpg|thumb|none|600px|The sights, cramped but still fitted with a 2 position flip sight. The usability of that on a .32 ACP submachine gun is questionable but it's nice the option is there.]]&lt;br /&gt;
[[File:SquadSkorpionReload1.jpg|thumb|none|600px|Having redecorated the nearby walls with 20 rounds of .32 ACP, it's time to reload by removing the old mag...]]&lt;br /&gt;
[[File:SquadSkorpionReload2.jpg|thumb|none|600px|Then inserting a fresh one and thumbing the cocking knobs back and letting the bolt chamber a round.]]&lt;br /&gt;
[[File:SquadSkorpionDeEquip.jpg|thumb|none|600px|When done, he folds the stock back up and puts it away.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Carbines=&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated &amp;quot;M68 CCO&amp;quot;) alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip and is loaded with tracer rounds.&lt;br /&gt;
&lt;br /&gt;
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and [[Squad#Colt M4 Carbine|M4 Carbine]] markings, implying it shares the same models and textures with the latter rifle.&lt;br /&gt;
&lt;br /&gt;
The Alpha of the V14 Update introduced a modified version of the M4 and M4A1 for the US Army, using MaTech 300m sights rather than the classic carry handle and adding PEQ-15 laser modules for both rifles.&lt;br /&gt;
[[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]&lt;br /&gt;
[[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]]&lt;br /&gt;
[[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights - the M4-type sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.]]&lt;br /&gt;
[[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]]&lt;br /&gt;
[[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]]&lt;br /&gt;
[[file:Squad m4a1 reload2.jpg|thumb|none|600px|...switches magazines, revealing the [[Squad#Colt M4 Carbine|M4 Carbine]] markings in the process...]]&lt;br /&gt;
[[file:Squad m4a1 reload3.jpg|thumb|none|600px|...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.]]&lt;br /&gt;
[[File:Squad M4A1 V14 (1).jpg|thumb|none|600px|Taking a knee with the post-Alpha 14 M4A1's basic infantry variant - note the model has been improved as well, the charging handle and top rail now have much better proportions.]]&lt;br /&gt;
[[File:Squad M4A1 V14 (2).jpg|thumb|none|600px|The view through the MaTech rear and just over the PEQ box.]]&lt;br /&gt;
&lt;br /&gt;
==M4 Carbine==&lt;br /&gt;
The [[M4 carbine]] in a few different configurations is used by the US Army and the Militia in ''Squad''. All configurations use 30-round box magazines and have a six-position stock.&lt;br /&gt;
&lt;br /&gt;
For the US Army, the M4 Carbine is available to all US Army classes less the automatic rifleman, machine gunner and marksman, and comes with a KAC railed handguard. The US Army squad leader, rifleman and grenadier's M4 Carbines have Trijicon TA31RCOs (designated &amp;quot;M150 RCO&amp;quot;) mounted. The squad leader's comes loaded with tracer rounds while the grenadier's comes with an additional [[Squad#M203A1|M203A1]] mounted. The combat engineer's has an M68 CCO mounted. The medic and light anti-tank may choose either the M150 RCO or M68 CCO. In the case of the medic, choosing the former means losing his [[Squad#M67 Frag Grenade|M67 Frag Grenade]] and red [[Squad#M18 Smoke Grenade|M18 Smoke Grenades]]. For the light anti-tank, choosing former means losing both his M67s and one white M18. The lead crewman and crewman use stock rifles with carry handle iron sights. The heavy anti-tank may choose either the M68 CCO or carry handle iron sights (with a KAC foregrip), with the latter losing access to his M67.&lt;br /&gt;
&lt;br /&gt;
For the Militia, their M4 is only available to Militia squad leader and rifleman, and comes with the older round handguard. The squad leader's M4 comes with an M68 mounted onto the rear sight (i.e. the carry handle), while the rifleman's M4 only has stock iron sights.&lt;br /&gt;
&lt;br /&gt;
[[file:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm]] &lt;br /&gt;
[[file:ColtM4.jpg|thumb|none|400px|Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]&lt;br /&gt;
[[file:Squad m4 mil hold.jpg|thumb|none|600px|The Militia's M4 Carbine in first person.]]&lt;br /&gt;
[[file:Squad M4 M68 Hold.jpg|thumb|none|600px|The M4 Carbine, with M68 CCO mounted, in first person.]]&lt;br /&gt;
[[file:Squad M4 M68 Aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]&lt;br /&gt;
[[file:Squad m4 us hold.jpg|thumb|none|600px|The US Army's M4 Carbine, with a M150 RCO equipped, in first person.]]&lt;br /&gt;
[[file:Squad m4 us aim.jpg|thumb|none|600px|Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.]]&lt;br /&gt;
[[File:Squad M4 V14 (1).jpg|thumb|none|600px|Right side of a post-Alpha 14 US Army M4, showing the folded down rear sight and PEQ-15 mounted on the 3'o-clock rail.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7A2==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7A2]] is available to the Canadian Army rifleman, light anti-tank and Combat Engineer classes. It comes with a C79A2 mounted, alongside some iron sight variants.&lt;br /&gt;
[[file:C7a2.jpg|thumb|none|400px|Colt Canada C7A2 with C79A2 optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:SquadC7.jpg|thumb|none|600px|At a lovely Newfoundland fishing dock, we find a C7A2 in it's natural habitat.]]&lt;br /&gt;
[[File:SquadC7Scope.jpg|thumb|none|600px|The scope view of the C79A2. A straight line post with a few range estimation wings, and a teeny tiny green point for aiming. Very vintage.]]&lt;br /&gt;
[[File:SquadC7Reload1.jpg|thumb|none|600px|After a bit of non-regulation fishing, the reload begins by dropping the mag...]]&lt;br /&gt;
[[File:SquadC7Reload2.jpg|thumb|none|600px|Smacking in a fresh one...]]&lt;br /&gt;
[[File:SquadC7Reload3.jpg|thumb|none|600px|And smacking the bolt release, animations shared by all the AR pattern rifles in-game. The Canadian C7/C8 rifles come in both original green and black and...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C8A3==&lt;br /&gt;
The [[M16_rifle_series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8A3]] is available to the Canadian Army squad leader, lead crewman, medic, crewman, grenadier and heavy anti-tank. The squad leader's C8A3 may either have a C79A2 optical sight, or a EOTech 552 (designated &amp;quot;ET552&amp;quot; or &amp;quot;ET&amp;quot;), and the grenadier's comes with an EOTech 552 and a [[Squad#M203A1|M203A1]] mounted. The EOTech comes default with the medic and both crewman classes.&lt;br /&gt;
[[file:Colt_Canada_C8_carbine.JPG|thumb|none|400px|Colt Canada C8A3 with C79A2 optical sight and Thermold polymer magazine - 5.56x45mm]]&lt;br /&gt;
[[File:SquadC8.jpg|thumb|none|600px|Desert tan! And here's the EOTech or &amp;quot;ET&amp;quot; variant of the C8.]]&lt;br /&gt;
[[File:SquadC8sight.jpg|thumb|none|600px|Aiming the C8, showing the absolute cowitness for the EOTech and the front sight block.]]&lt;br /&gt;
[[File:SquadC8Reload1.jpg|thumb|none|600px|Reloading the C8 reveals that while it uses the generic animations, it is actually modeled with a Colt Canada lower complete with a &amp;quot;Fabrique Au Canada&amp;quot; stamp on the lower And despite it's desert get-up, it's still got a green front foregrip.]]&lt;br /&gt;
[[File:SquadC8Reload2.jpg|thumb|none|600px|The rifle's identity secured, the bolt is slapped home.]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes equipped with a Daniel Defence railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named &amp;quot;ACOG&amp;quot;) mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a [[Squad#L123A2 UGL|L123A2 UGL]] mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously. &lt;br /&gt;
&lt;br /&gt;
Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top. The V2.0 update introduced another variant using an ELCAN 4x scope as the &amp;quot;L85A2 LDS.&amp;quot;&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 Theatre Entry Standard (TES) - 5.56x45mm]]&lt;br /&gt;
[[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]]&lt;br /&gt;
[[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight.]]&lt;br /&gt;
[[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]]&lt;br /&gt;
[[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]]&lt;br /&gt;
[[file:Squad l85a2 reload 3.jpg|thumb|none|600px|...presses the bolt release to chamber a round...]]&lt;br /&gt;
[[file:Squad l85a2 reload 4.jpg|thumb|none|600px|...and karate chops the charging handle as a forward assist.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Hold.jpg|thumb|none|600px|The L85A2, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Vault.jpg|thumb|none|600px|Vaulting with the L85A2 - we now have a nice view of the SUSAT.]]&lt;br /&gt;
[[file:Squad l85a2 acog idle.jpg|thumb|none|600px|The L85A2, with TA31-CH mounted, in first person.]]&lt;br /&gt;
[[file:Squad l85a2 acog aim.jpg|thumb|none|600px|Aiming with the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.]]&lt;br /&gt;
[[File:Squad L85A2 LDS (1).jpg|thumb|none|600px|The ELCAN-equipped L85 in the low ready stance.]]&lt;br /&gt;
[[File:Squad L85A2 LDS (2).jpg|thumb|none|600px|The view through the ELCAN.]]&lt;br /&gt;
&lt;br /&gt;
==L22A2==&lt;br /&gt;
The [[L22A2]] is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted. &lt;br /&gt;
&lt;br /&gt;
Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.&lt;br /&gt;
[[file:Sa80A2-l22a2.jpg|thumb|none|400px|L22A2 with a 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[file:Squad L22A2 Hold.jpg|thumb|none|600px|The L22A2 in first person.]]&lt;br /&gt;
[[file:Squad L22A2 Aim.jpg|thumb|none|600px|Aiming down the sights - it naturally shares the same sight picture as its [[Squad#Enfield SA80A2|bigger brother]] above.]]&lt;br /&gt;
[[file:Squad L22A2 Reload.jpg|thumb|none|600px|Reloading the L22A2 - it shares the same reload pattern as the [[Squad#Enfield SA80A2|L85A2]] and the [[Squad#L86A2 LSW|L86A2]] below.]]&lt;br /&gt;
[[file:Squad L22A2 SUSAT Hold.jpg|thumb|none|600px|The L22A2, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad L22A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT to reveal *gasp* a SUSAT reticle.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a [[Squad#GP-25|GP-25]] mounted.&lt;br /&gt;
[[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]]&lt;br /&gt;
[[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights - the AK-74-type sights zero up to 1000m.]]&lt;br /&gt;
[[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]]&lt;br /&gt;
[[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]]&lt;br /&gt;
[[file:Squad ak74 reload2.jpg|thumb|none|600px|...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.]]&lt;br /&gt;
[[file:Squad ak74 safety.jpg|thumb|none|600px|Engaging the safety.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the [[Squad#AKMS|AKMS]], it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74 hold.jpg|thumb|none|600px|The AKS-74 in first person - one may faintly make out the lack of a wooden stock.]]&lt;br /&gt;
[[file:Squad aks74 reload.jpg|thumb|none|600px|Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74N==&lt;br /&gt;
The [[AKS-74|AKS-74N]] is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.&lt;br /&gt;
[[File:AKS-74 1P29.jpg|thumb|none|400px|AKS-74N with 1P29 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]]&lt;br /&gt;
[[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the available to all Russian Ground Forces classes less the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a [[Squad#GP-25|GP-25]] mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the [[Squad#RPK-74M|RPK-74M]]. &lt;br /&gt;
&lt;br /&gt;
Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.&lt;br /&gt;
[[file:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[file:Squad ak74m hold.jpg|thumb|none|600px|The AK-74M in first person - note the grip of the left hand on the magazine.]]&lt;br /&gt;
[[file:Squad ak74m aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad ak74m reload.jpg|thumb|none|600px|Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.]]&lt;br /&gt;
[[file:Squad ak74m 1p63 hold.jpg|thumb|none|600px|The AK-74M, with 1P63 Obzor mounted, in first person.]]&lt;br /&gt;
[[file:Squad ak74m 1p63 aim.jpg|thumb|none|600px|Aiming with the 1P63 Obzor.]]&lt;br /&gt;
[[file:Squad ak74m 1p78 hold.jpg|thumb|none|600px|The AK-74M, with 1P78-1 Kashtan mounted, in first person.]]&lt;br /&gt;
[[file:Squad ak74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-1 Kashtan.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U== &lt;br /&gt;
The [[AKS-74U]] is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]]&lt;br /&gt;
[[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights - the only two zeroing options are 100m and 400m.]]&lt;br /&gt;
[[file:Squad aks74u reload.jpg|thumb|none|600px|Reloading the AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==AKM== &lt;br /&gt;
The [[AKM]] is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a [[Squad#GP-25|GP-25]] mounted.&lt;br /&gt;
[[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]]&lt;br /&gt;
[[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights - the AKM-type sights only zero up to 800m.]]&lt;br /&gt;
[[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]]&lt;br /&gt;
[[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the [[Squad#AKS-74|AKS-74]], it was originally planned to be a random spawn for fighters using the AKM.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[file:Squad akms hold.jpg|thumb|none|600px|The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.]]&lt;br /&gt;
[[file:Squad akms vault.jpg|thumb|none|600px|Vaulting with the AKMS - part of the folding stock is revealed.]]&lt;br /&gt;
&lt;br /&gt;
==PM md. 63== &lt;br /&gt;
The [[AK-47#AIM/AIMS|PM.md.63 (AIM)]] is available to the Insurgent cell leader and feeds from 30-round box magazines.&lt;br /&gt;
[[file:Aimrifle.jpg|thumb|none|400px|PM md. 63 - 7.62x39mm]]&lt;br /&gt;
[[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]]&lt;br /&gt;
[[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - with the &amp;quot;donkey dong&amp;quot; foregrip in the way, the insurgent inserts the magazine at an angle...]]&lt;br /&gt;
[[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]]&lt;br /&gt;
&lt;br /&gt;
==AMD-65== &lt;br /&gt;
The [[AMD-65]] is available to the Insurgent medic, and feeds from 30-round box magazines.&lt;br /&gt;
[[file:AMD-65 wood.jpg|thumb|none|400px|AMD-65 with wood furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Squad amd65 hold.jpg|thumb|none|600px|The AMD-65 in first person.]]&lt;br /&gt;
[[file:Squad amd65 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad amd65 reload1.jpg|thumb|none|600px|Reloading the AMD-65 - it has a similar animation to the [[Squad#PM md. 63|md. 63]].]]&lt;br /&gt;
&lt;br /&gt;
==SKS== &lt;br /&gt;
The [[SKS]] is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS also features a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.&lt;br /&gt;
&lt;br /&gt;
Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in ''Squad'' can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.&lt;br /&gt;
&lt;br /&gt;
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again. This was changed in the V2.0 update; the partial reload animation now shows the user manually holding the bolt back with his left hand and loading single rounds into the magazine in a much more mechanically correct way - though the +1 in the chamber still incorrectly occurs. &lt;br /&gt;
[[file:Simonov-Russian-SKS45.jpg|thumb|none|400px|SKS - 7.62x39mm]]&lt;br /&gt;
[[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]]&lt;br /&gt;
[[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]]&lt;br /&gt;
[[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.]]&lt;br /&gt;
[[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - note that the magazine was already full.]]&lt;br /&gt;
[[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.]]&lt;br /&gt;
[[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, despite holding the same number of rounds from earlier.]]&lt;br /&gt;
[[file:Squad SKS PU Hold.jpg|thumb|none|600px|The SKS, with PU mounted, in first person.]]&lt;br /&gt;
[[file:Squad SKS PU Aim.jpg|thumb|none|600px|Aiming with the PU.]]&lt;br /&gt;
[[file:Squad SKS PU Reload.jpg|thumb|none|600px|Reloading the SKS to get a nice view of the PU - note that the PU seems to be pasted onto the receiver; in the real SKS, the stock has to be partially cut to make room for the scope mount.]]&lt;br /&gt;
[[File:Squad SKS (1).jpg|thumb|none|600px|The V2.0 new non-empty reload animation with individual rounds - which would probably be extremely uncomfortable for the Insurgent's left fingers.]]&lt;br /&gt;
[[File:Squad SKS (2).jpg|thumb|none|600px|The bolt does stick open though, so the user pops it forward underhanded.]]&lt;br /&gt;
[[File:Squad SKS (3).jpg|thumb|none|600px|Unfolding the sword-style bayonet.]]&lt;br /&gt;
[[File:Squad SKS (4).jpg|thumb|none|600px|The SKS in melee-mode.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
Added in V2.0, the classic [[Mosin_Nagant_Rifle|Mosin Nagant M91/30]] enters the arsenals of the Insurgents in three specific variants. The classic full-length M91/30 appears as an optional kit for the Fighter class. It reloads from empty with a five-round stripper clip and can be topped off with loose rounds, although as with the V2.0 SKS reload revision, this allows for an incorrect +1 in the chamber which is not possible with Mosin rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 rifle - 7.62x54mmR]]&lt;br /&gt;
[[file:SquadM9130.jpg|thumb|none|600px|Taking a trip to the short range with an old classic, the M91/30.]]&lt;br /&gt;
[[file:SquadM9130Irons.jpg|thumb|none|600px|Looking down the sights reveals the classic rear notch and globe of the M91/30.]]&lt;br /&gt;
[[file:SquadM9130Recoil.jpg|thumb|none|600px|And firing the Mosin removes that entirely. And this is just on the full-length &amp;quot;Nugget&amp;quot;. It only gets punchier from here.]]&lt;br /&gt;
[[file:SquadM9130Reload1.jpg|thumb|none|600px|And the reload, crack open the bolt.]]&lt;br /&gt;
[[file:SquadM9130Reload2.jpg|thumb|none|600px|Stuff in five rounds of 7.62x54R, praise the /k/ube and continue on.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin-Nagant M38 Carbine===&lt;br /&gt;
The shorter [[Mosin Nagant Model 1938 Carbine]] appears as the new main arm of the Sapper class.&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|400px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[file:SquadM38.jpg|thumb|none|600px|The 91/30's tinier little brother gets taken out for a spin.]]&lt;br /&gt;
[[file:SquadM38Irons.jpg|thumb|none|600px|The sights look similar, albeit obviously closer together.]]&lt;br /&gt;
[[file:SquadM38Cycling.jpg|thumb|none|600px|But everything else operates the same. A nice touch with the Mosins in Squad is the lack of a &amp;quot;hold open&amp;quot; once the gun is empty. The character will just cycle the gun straight to empty without a second thought.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30 Sniper Rifle===&lt;br /&gt;
Along side the other Mosin variants, the [[Mosin Nagant Rifle|Mosin Nagant M91/30 rifle]] fitted with a PU scope is added to the Insurgents' new Sniper class.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper variant with Russian PU scope and down-turned bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[file:SquadM9130PUSafety.jpg|thumb|none|600px|And the one we've all been waiting for. Time to show off the Mosin's draw animation, and like Project Reality, this game remembers the Mosin's safety notch.]]&lt;br /&gt;
[[file:SquadM9130PU.jpg|thumb|none|600px|The 91/30 with a PU in all it's glory. It's not Stalingrad, but it'll do.]]&lt;br /&gt;
[[file:SquadM9130PUScope.jpg|thumb|none|600px|Looking down the scope reveals a similar view to RS2 and the earlier mentioned SKS, a high set of a post and wing. Vintage in comparison to the other faction's more modern snipers but...]]&lt;br /&gt;
[[file:SquadM9130PUScope2.jpg|thumb|none|600px|Still just as effective in the right hands.]]&lt;br /&gt;
[[file:SquadM9130PUReload.jpg|thumb|none|600px|After 5 shots at long-ish range, the M91/30 gets fed its regular diet of 7.62x54R spoon fed into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3== &lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] is available to the Insurgent fighter as a limited kit, feeding from 20 round magazines and being equipped with slim line handguards. The G3A3 is also the standard issue rifle of the MEA, who have both the standard iron sight only version as well as the option for a Hensoldt ZF-1 scope or a Zeiss Z-Point red dot. There's also the option for a G3A3 equipped with an HK79 grenade launcher for the MEA Grenadier.&lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, the G3A3 also serves as the MEA's Automatic Rifle. Known as the &amp;quot;G3A3 + Drum Mag&amp;quot;, this version uses the wide handguards and equips a bipod as well as X-Product 50 round drum mags, fittingly loaded with tracers as part of this battle rifle's transformation into a lightweight support weapon.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with &amp;quot;slimline&amp;quot; handguard - 7.62x51mm]]&lt;br /&gt;
[[file:Squad g3a3 hold.jpg|thumb|none|600px|The G3A3 in first person.]]&lt;br /&gt;
[[file:Squad_g3_sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad g3a3 reload1.jpg|thumb|none|600px|Reloading the G3A3 - the fighter pulls the charging handle back to lock it...]]&lt;br /&gt;
[[file:Squad_g3_magazine.jpg|thumb|none|600px|...inserts a fresh magazine after the obligatory magazine check...]]&lt;br /&gt;
[[file:Squad_g3_slap.jpg|thumb|none|600px|...and ends it with the classic HK slap.]]&lt;br /&gt;
[[File:SquadG3ZPoint.jpg|thumb|none|600px|Out to the killhouse, we go with the MEA's special Z-Point variant of the G3A3.]]&lt;br /&gt;
[[File:SquadG3ZPointAiming.jpg|thumb|none|600px|Working on some room clearing, we get a good look of the Z-Point dot.]]&lt;br /&gt;
[[file:SquadG3ZPointReload.jpg|thumb|none|600px|But the reload?]]&lt;br /&gt;
[[file:SquadG3ZPointReload2.jpg|thumb|none|600px|Exactly the same, and just as satisfying.]]&lt;br /&gt;
[[File:G3a3zf.jpg|thumb|none|500px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3ZF1.jpg|thumb|none|600px|The other neat variant of the G3A3 added was the ZF-1 equipped version. A vintage magnified option for sure, but fun nonetheless.]]&lt;br /&gt;
[[File:SquadG3ZF1Aiming.jpg|thumb|none|600px|A look down the glass of the ZF-1, very clear for 60's vintage glass isn't it?]]&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3LMG.jpg|thumb|none|600px|And the most weird version of the G3 added in V1.0, and that's saying something with the HK-51 was included. The G3 &amp;quot;LMG&amp;quot;.]]&lt;br /&gt;
[[File:SquadG3LMGBipod.jpg|thumb|none|600px|The neat feature to this gun is the fitted bipod.]]&lt;br /&gt;
[[File:SquadG3LMGBees.jpg|thumb|none|600px|Well that and it being loaded with tracers.]]&lt;br /&gt;
[[File:SquadG3LMGReload.jpg|thumb|none|600px|It does get it's own neat reload with a slightly less violent tug of the charging handle...]]&lt;br /&gt;
[[File:SquadG3LMGReload2.jpg|thumb|none|600px|And a swap of the drums. But no slap for you. You'll get enough of that with the rest of these reloads.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A4===&lt;br /&gt;
Originally added in the game as an optional rifle kit for the Insurgent Cell Leader, the [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A4]] returns with the addition of the MEA as the standard issue rifle for MEA Squad Leaders. It comes in the same three variants of the other MEA G3s, iron sight only/Zeiss Z-Point or ZF-1 scope but with the SL standard of running tracer rounds.&lt;br /&gt;
[[Image:G3A4.jpg|400px|thumb|none|Heckler &amp;amp; Koch G3A4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3A4.jpg|thumb|none|600px|The G3A4 in the field. The only noticeable difference is the wide &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
[[File:SquadG3A4Irons.jpg|thumb|none|600px|Beyond the collapsing stock, it's all effectively the same rifle.]]&lt;br /&gt;
[[File:SquadG3A4Reload.jpg|thumb|none|600px|Including the ever so satisfying SLAP.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3KA4===&lt;br /&gt;
The carbine of the MEA, the short [[Heckler &amp;amp; Koch G3KA4]] appears with the group's Light Anti-Tank and Combat Engineer classes, with the same options of optical/digital or iron sights.&lt;br /&gt;
[[Image:G3KA4.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3KA4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3KA4.jpg|thumb|none|600px|Out in somewhere that's not the normal desert range, we get the KA4. Can you tell the barrel is shorter?]]&lt;br /&gt;
[[File:SquadG3KA4Irons.jpg|thumb|none|600px|I mean it's exactly what you'd expect.]]&lt;br /&gt;
[[File:SquadG3KA4Reload.jpg|thumb|none|600px|It works...]]&lt;br /&gt;
[[File:SquadG3KA4Reload2.jpg|thumb|none|600px|Exactly as you'd expect. Slap included.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3SG/1===&lt;br /&gt;
MEA Marksman are issued the [[Heckler &amp;amp; Koch G3SG/1]] as a sniper rifle. It is limited to semi-automatic fire only.&lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3SG1.jpg|thumb|none|600px|Back in the guard tower, we see the G3/SG1. The slightly sleeker of the many G3 variants.]]&lt;br /&gt;
[[File:SquadG3SG1Irons.jpg|thumb|none|600px|Looking down the scope, we get a very simple reticle. A cross hair with a central red dot.]]&lt;br /&gt;
[[File:SquadG3SG1Irons2.jpg|thumb|none|600px|And that reticle is a very nice inclusion all things considered.]]&lt;br /&gt;
[[File:SquadG3SG1Reload.jpg|thumb|none|600px|The reload is what you'd expect. But...]]&lt;br /&gt;
[[File:SquadG3SG1Bipod.jpg|thumb|none|600px|What about the bipod reload?]]&lt;br /&gt;
[[File:SquadG3SG1BipodReload.jpg|thumb|none|600px|HA! ITS JUST THE G3A3 LMG'S RELOAD!]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The last of the G3s on offer for the MEA, the shortie [[Heckler &amp;amp; Koch G3|HK51]] appears as the compact carbine of the MEA. Given its short length, it only comes with iron sights or the Z-Point, and only for the Pilot, Lead Crewman and Heavy Anti-Tank Classes.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:SquadHK51.jpg|thumb|none|600px|After so many flavors of G3. We get to the one you want to see. The TINY one.]]&lt;br /&gt;
[[File:SquadHK51Irons.jpg|thumb|none|600px|The sights, just a little too close for comfort.]]&lt;br /&gt;
[[File:SquadHK51Recoil.jpg|thumb|none|600px|And if you want, you can flick it to full auto, mag dump all 20 rounds and rattle your fillings loose.]]&lt;br /&gt;
[[File:SquadHK51Reload.jpg|thumb|none|600px|And the rest is...]]&lt;br /&gt;
[[File:SquadHK51Reload2.jpg|thumb|none|600px|Exactly what you expect.]]&lt;br /&gt;
&lt;br /&gt;
==StG 58==&lt;br /&gt;
The [[FN FAL|StG 58]] is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.&lt;br /&gt;
[[File:StG 58.jpg|thumb|none|400px|StG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Squad StG58 Hold.jpg|thumb|none|600px|The FN FAL in first person.]]&lt;br /&gt;
[[file:Squad StG58 Aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad StG58 Reload1.jpg|thumb|none|600px|Reloading the FN FAL - the insurgent inspects the chamber...]]&lt;br /&gt;
[[file:Squad StG58 Reload2.jpg|thumb|none|600px|...rocks a fresh magazine in... - note the iconic muzzle device.]]&lt;br /&gt;
[[file:Squad StG58 Reload3.jpg|thumb|none|600px|...and ends it by pulling the charging handle when he could have easily gone for the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns= &lt;br /&gt;
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.&lt;br /&gt;
&lt;br /&gt;
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.&lt;br /&gt;
&lt;br /&gt;
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.&lt;br /&gt;
&lt;br /&gt;
==M249 SAW== &lt;br /&gt;
The [[FN Minimi#M249|M249 SAW]] appears in ''Squad'' disguised as the &amp;quot;Minimi&amp;quot;. It is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the [[Squad#RPK-74|RPK-74]].&lt;br /&gt;
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 SAW in first person - note the rail-less feed cover and missing heatshield.]]&lt;br /&gt;
[[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods - note the long barrel and the distinct handguard that gives it away.]]&lt;br /&gt;
[[file:08 squad m249 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...]] &lt;br /&gt;
[[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]]&lt;br /&gt;
[[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]]&lt;br /&gt;
[[file:Squad m249 reload3.jpg|thumb|none|600px|...loads a new belt onto the feed tray...]]&lt;br /&gt;
[[file:Squad m249 reload4.jpg|thumb|none|600px|...and closes the feed cover when done.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
The [[FN Minimi#M249|M249 Paratrooper]] appears in ''Squad'' as the &amp;quot;M249 PIP&amp;quot;. It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Rapid Fielding Initiative (RFI). The PIP in its in-game designation likely comes from the M249 Product Improvement Program, the contents of which are are commonly confused with those of the RFI. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former and having no M67s.&lt;br /&gt;
[[file:M249 Para ACOG.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm NATO]] &lt;br /&gt;
[[file:Squad m249 para hold.jpg|thumb|none|600px|The M249 Paratrooper in first person.]]&lt;br /&gt;
[[file:Squad m249 para deploy.jpg|thumb|none|600px|Deploying the M249 Paratrooper - note the different railed handguard and short barrel.]] &lt;br /&gt;
[[file:Squad m249 para aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]&lt;br /&gt;
[[file:Squad m249 para reload.jpg|thumb|none|600px|Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag]]&lt;br /&gt;
[[file:Squad m249 para scope.jpg|thumb|none|600px|The M249 Paratrooper, with M145 MGO mounted, in first person.]]&lt;br /&gt;
[[file:Squad m249 para scope aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi Para/L110A2==&lt;br /&gt;
The [[FN Minimi|FN Minimi Para]], posing as the British L110A2, appears in ''Squad'' as the &amp;quot;L110A2 Minimi&amp;quot;, an apt name to describe the blend of the two variants. It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the [[Squad#M249 Paratrooper|M249 Paratrooper]]. The automatic rifleman has the choice between iron sights or a SUSAT optic. &lt;br /&gt;
&lt;br /&gt;
Note that while the actual L110A2 LMG may come with picatinny rails, those are built on top of the L85-style base rail designed to fit the SUSAT. Additionally, the sights on the L110A2 are also unique in order to accommodate the aforementioned base rail. &lt;br /&gt;
&lt;br /&gt;
These issues have been fixed in an update, the in-game L110A2 now more closely resembles the proper British military variant.&lt;br /&gt;
[[file:MinimiPara.jpg|thumb|none|400px|FN Minimi Para - 5.56x45mm NATO]] &lt;br /&gt;
[[file:British L110A2.jpg|thumb|none|400px|Actual L110A2, for comparison - 5.56x45mm NATO]] &lt;br /&gt;
[[file:Squad l110a2 hold.jpg|thumb|none|600px|The FN Minimi Para in first person.]]&lt;br /&gt;
[[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] &lt;br /&gt;
[[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]]&lt;br /&gt;
[[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para - it shares the same reload pattern as the [[Squad#M249 SAW|M249 SAW]] and [[Squad#M249 Paratrooper|M249 Paratrooper]].]]&lt;br /&gt;
[[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.]]&lt;br /&gt;
[[File:Squad L110A2 (1).jpg|thumb|none|600px|Standing next to an Estonian petrol station with the update L110A2 LMG.]]&lt;br /&gt;
[[File:Squad L110A2 (2).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Squad L110A2 (3).jpg|thumb|none|600px|The right side of the updated SUSAT variant - it shares rollmarks with the American M249.]]&lt;br /&gt;
&lt;br /&gt;
==C9A2==&lt;br /&gt;
The [[FN_Minimi#C9_Light_Machine_Gun|C9A2 light machine gun]] is available to the Canadian Army automatic rifleman. It comes with an C79A2 optical sight mounted.&lt;br /&gt;
[[file:C9A2.jpg|thumb|none|400px|C9A2 light machine gun with C79A2 optical sight - 5.56x45mm]]&lt;br /&gt;
[[file:SquadC9.jpg|thumb|none|600px|At a local construction sight, we find the rarely seen Minimi variant, the C9A2. Note the correct C77 marked ammo box underneath.]]&lt;br /&gt;
[[file:SquadC9Scope.jpg|thumb|none|600px|Aiming down the tube reveals the same basic set-up as the earlier C7. Same post, same point, same hazy front sight that's out of focus.]]&lt;br /&gt;
[[file:SquadC9Reload1.jpg|thumb|none|600px|And like the other FN Minimi variants, the same reload. Open top cover, check the feed tray...]]&lt;br /&gt;
[[file:SquadC9Reload2.jpg|thumb|none|600px|Swap box, fit and feed belt, slap down top cover, continue forward.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2 LSW==&lt;br /&gt;
The [[L86A2|L86A2 LSW]] is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the [[Squad#L129A1 Sharpshooter|L129A1]].&lt;br /&gt;
[[Image:L86A2.jpg|thumb|none|400px|L86A2 LSW - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad l86a2 hold.jpg|thumb|none|600px|The L86A2 LSW in first person.]]&lt;br /&gt;
[[file:Squad l86a2 aim.jpg|thumb|none|600px|Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.]]&lt;br /&gt;
[[file:Squad l86a2 reload.jpg|thumb|none|600px|Reloading the L86A2 - the animation is similar to that of the [[Squad#Enfield SA80A2|L85A2]].]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter. &lt;br /&gt;
[[Image:RPK right side.jpg|thumb|none|400px|RPK with cleaning rod removed, folded bipod and 40-round magazine - 7.62x39mm]]&lt;br /&gt;
[[file:Squad rpk 40 hold.jpg|thumb|none|600px|The RPK in first person.]]&lt;br /&gt;
[[file:Squad rpk 40 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad rpk 40 reload1.jpg|thumb|none|600px|Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...]]&lt;br /&gt;
[[file:Squad rpk 40 charge.jpg|thumb|none|600px|...and pulls the charging handle.]]&lt;br /&gt;
[[file:Squad rpk 40 reload2.jpg|thumb|none|600px|Reloading the RPK while undeployed - the animation is similar to that of the [[Squad#AKM|AKM]].]]&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|400px|RPK with 75-round drum - 7.62x39mm]]&lt;br /&gt;
[[file:Squad rpk 75 hold.jpg|thumb|none|600px|The RPK, with a 75-round drum, in first person.]]&lt;br /&gt;
[[file:Squad rpk 75 reload.jpg|thumb|none|600px|Reloading the RPK while deployed.]]&lt;br /&gt;
[[file:Squad rpk 75 reload2.jpg|thumb|none|600px|Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is one of two light machine guns available to the Militia automatic rifleman, the other being the [[Squad#M249 SAW|M249 SAW]]. It feeds from 45-round box magazines, and unlocks earlier than the [[Squad#M249 SAW|latter]].&lt;br /&gt;
[[file:Soviet_RPK-74.jpg|thumb|none|400px|RPK-74 with 45-round magazine - 5.45x39mm]]&lt;br /&gt;
[[file:Squad rpk74 hold.jpg|thumb|none|600px|The RPK-74 in first person.]]&lt;br /&gt;
[[file:Squad rpk74 aim.jpg|thumb|none|600px|&amp;quot;CURSE THE SUN&amp;quot; he screams, as he (somewhat pointlessly) threatens it with his RPK-74.]]&lt;br /&gt;
[[file:Squad rpk74 reload1.jpg|thumb|none|600px|Reloading the RPK-74 while deployed.]]&lt;br /&gt;
[[file:Squad rpk74 reload alt.jpg|thumb|none|600px|Reloading the RPK-74 while undeployed.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74M==&lt;br /&gt;
The [[RPK-74M]] is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the [[Squad#RPK-74|RPK-74]]. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the [[Squad#AK-74M|AK-74M]] above, the player holds the weapon by the magazine rather than by the handguard.&lt;br /&gt;
[[file:Rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round magazine - 5.45x39mm]]&lt;br /&gt;
[[file:Squad rpk74m hold.jpg|thumb|none|600px|The RPK-74M in first person - note the grip of the left hand on the magazine.]]&lt;br /&gt;
[[file:Squad rpk74m aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]]&lt;br /&gt;
[[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]]&lt;br /&gt;
[[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is calibrated for the RPK-74M after all.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Added in V2.0, the [[RPD|RPD light machine gun]] appears as a replacement for the RPK in the Fire Support role Automatic Rifleman class.&lt;br /&gt;
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD light machine gun - 7.62x39mm]]&lt;br /&gt;
[[file:SquadRPD.jpg|thumb|none|600px|The RPD in-game. Like the heavier machine guns, it's carried at a low ready-ish position.]]&lt;br /&gt;
[[file:SquadRPDIrons.jpg|thumb|none|600px|Aiming down the sights, adjustable all the way to 1000 meters.]]&lt;br /&gt;
[[file:SquadRPDReload1.jpg|thumb|none|600px|After dumping 100 rounds of 7.62x39 with reckless abandon, reloading begins by cracking open the top cover and running the bolt.]]&lt;br /&gt;
[[file:SquadRPDReload2.jpg|thumb|none|600px|Before swapping the drums. A nice touch, the tab that holds the drums in place is actuated when the drum is swapped.]]&lt;br /&gt;
[[file:SquadRPDReload3.jpg|thumb|none|600px|With the drums swapped, the belt is finally fed into the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Medium Machine Guns=&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[FN MAG|M240B]] is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|400px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad m240b hold.jpg|thumb|none|600px|The M240B in first person.]]&lt;br /&gt;
[[File:Squad m240b aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]&lt;br /&gt;
[[File:Squad m240b reload2.jpg|thumb|none|600px|Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...]]&lt;br /&gt;
[[File:Squad m240b reload3.jpg|thumb|none|600px|...attaches a new enchanted ammo bag with extra capacity...]]&lt;br /&gt;
[[File:Squad m240b reload4.jpg|thumb|none|600px|...closes the tray and loads the new belt on top...]]&lt;br /&gt;
[[File:Squad m240b reload6.jpg|thumb|none|600px|...and closes the feed cover at last.]]&lt;br /&gt;
&lt;br /&gt;
==FN MAG 58==&lt;br /&gt;
The [[FN MAG 58]] appears in ''Squad'' posing as the British [[L7 Machine Gun|L7A2 GPMG]] and as the Canadian [[FN MAG|C6 GPMG]] (appearing as &amp;quot;C6A2&amp;quot; in-game). It is available to the British and Canadian machine gunners, and feeds from enchanted cloth ammo bags, similar to the [[Squad#M240B|M240B]] above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 or C6 does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.&lt;br /&gt;
[[File:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] &lt;br /&gt;
[[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]]&lt;br /&gt;
[[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.&amp;lt;!--Please help with terminology fixing--&amp;gt;]]&lt;br /&gt;
[[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - the animation is similar to that of the [[Squad#M240B|M240B]], just without the optic on top.]]&lt;br /&gt;
[[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]]&lt;br /&gt;
[[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]]&lt;br /&gt;
[[File:SquadC6.jpg|thumb|none|600px|The C6 out on the Jensen range, sharing pretty much every bit of the L7's model.]]&lt;br /&gt;
[[File:SquadC6Sights.jpg|thumb|none|600px|Including the same sights, plus the flip up ones.]]&lt;br /&gt;
[[File:SquadC6Reload.jpg|thumb|none|600px|And the same animation of opening the top cover...]]&lt;br /&gt;
[[File:SquadC6Reload2.jpg|thumb|none|600px|And seating the belt.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. &lt;br /&gt;
[[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing. Also note the ammo belt dangling off of the left side; the 7.62x54mmR ammo belts are non-disintegrating, and the firing animations in ''Squad'' correctly animate it as such (though animations that interact with the belt, such as reloads, always show it at a very short length to simplify the animation).]]&lt;br /&gt;
[[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights - using the slider, the sights zero up to 1500m.]]&lt;br /&gt;
[[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]]&lt;br /&gt;
[[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]]&lt;br /&gt;
[[File:Squad pkm reload3.jpg|thumb|none|600px|...tilts the PKM to the right to load a new 100-round box...]]&lt;br /&gt;
[[File:Squad pkm reload4.jpg|thumb|none|600px|...loads the new belt onto the feed tray...]]&lt;br /&gt;
[[File:Squad pkm reload6.jpg|thumb|none|600px|...and pulls the charging handle after closing the feed cover.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for &amp;quot;- 1p78&amp;quot; where it should be &amp;quot;+ 1P78&amp;quot;.]]&lt;br /&gt;
[[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]]&lt;br /&gt;
[[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]]&lt;br /&gt;
[[File:Squad pkp reload 3.jpg|thumb|none|600px|...loads a new box after inspecting the feed tray...]]&lt;br /&gt;
[[File:Squad pkp reload 5.jpg|thumb|none|600px|...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...]]&lt;br /&gt;
[[File:Squad pkp reload 6.jpg|thumb|none|600px|...pulls the charging handle...]]&lt;br /&gt;
[[File:Squad pkp reload 7.jpg|thumb|none|600px|...and flips the scope back up.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
Added in V1.0 with the MEA, the [[MG3]] appears as the faction's GPMG of choice. It's used by the Machine Gunner class, fitted with a ELCAN scope and it's also fitted to a variety of the faction's vehicles.&lt;br /&gt;
[[Image:MG 3.jpg|thumb|none|450px|MG3 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadMG3.jpg|thumb|none|600px|Alongside this heavy ordnance, comes a very potent bit of heavy ordnance. The MG3.]]&lt;br /&gt;
[[File:SquadMG3Irons.jpg|thumb|none|600px|The sight down the mounted ELCAN scope, revealing a vintage reticle. But you know this because what you want with a videogame MG3...]]&lt;br /&gt;
[[File:SquadMG3BEES.jpg|thumb|none|600px|IS THE BEES.]]&lt;br /&gt;
[[File:SquadMG3Reload.jpg|thumb|none|600px|After 100 rounds of bees fired mostly into the sky, the reload starts with a charge of the handle and an opening of the top cover.]]&lt;br /&gt;
[[File:SquadMG3Reload2.jpg|thumb|none|600px|And a replaced box, new belt and a slapping down of said top cover.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M110 SASS== &lt;br /&gt;
The [[M110 SASS]] is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted. Usable bipods were added to the M110 (and the L129A1 below) in Alpha 14, and the M110 received a AN/PEQ-15 device mounted on the three-o'clock rail position.&lt;br /&gt;
[[file:M110_ECP_Right_Bipod.jpg|thumb|none|400px|M110 SASS with Leupold Mk4 scope - 7.62x51mm]] &lt;br /&gt;
[[file:Squad m110 hold.jpg|thumb|none|600px|The M110 SASS in first person.]]&lt;br /&gt;
[[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]]&lt;br /&gt;
[[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading. An interesting added procedure is the rifle is safed during the reload.]]&lt;br /&gt;
[[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.]]&lt;br /&gt;
[[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]&lt;br /&gt;
[[File:Squad M110 (1).jpg|thumb|none|600px|The post Update 14 M110 SASS with its full kit.]]&lt;br /&gt;
[[File:Squad M110 (2).jpg|thumb|none|600px|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==L129A1 Sharpshooter==&lt;br /&gt;
The [[LMT rifle series|L129A1 Sharpshooter]] is one of two weapons available to the British Army marksman, the other being the [[Squad#L86A2 LSW|L86A2 LSW]]. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (less the RMR). It unlocks later than the latter.&lt;br /&gt;
[[file:LMTSharpshooter.jpg|thumb|none|400px|L129A1 Sharpshooter - 7.62x51mm NATO]] &lt;br /&gt;
[[file:Squad l129a1 hold.jpg|thumb|none|600px|The L129A1 in first person.]]&lt;br /&gt;
[[file:Squad l129a1 aim.jpg|thumb|none|600px|Aiming with the TA648-RMR-UKS.]]&lt;br /&gt;
[[file:Squad l129a1 reload 1.jpg|thumb|none|600px|As with the [[Squad#M110 SASS|M110 SASS]], the marksman checks the chamber before reloading - note the Magpul PMAG magazine.]]&lt;br /&gt;
[[file:Squad l129a1 reload 2.jpg|thumb|none|600px|Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.]]&lt;br /&gt;
[[file:Squad l129a1 reload 3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]&lt;br /&gt;
[[File:Squad L129A1 (1).jpg|thumb|none|600px|The updated L129A1 with a Harris bipod.]]&lt;br /&gt;
&lt;br /&gt;
==C14 Timberwolf==&lt;br /&gt;
The [[C14 Timberwolf]] is available to the Canadian Army sniper, and feeds from 5-round box magazines. It comes with a Leupold Mk 4 scope mounted and has a deployable bipod.&lt;br /&gt;
[[file:C14MRSWS.jpg|thumb|none|400px|PGW C14 Timberwolf with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Squad C14 (1).jpg|thumb|none|600px|The equip/unequip animations of the C14 involve flicking its safety lever.]]&lt;br /&gt;
[[file:SquadC14.jpg|thumb|none|601px|Perched upon a rock with Squad's first proper bolt action sniper rifle.]]&lt;br /&gt;
[[file:SquadC14Scope.jpg|thumb|none|601px|Aiming with the C14's scope, a standard mil-dot with a red center dot. In earlier versions of the game, the muzzle brake was incorrectly visible through the scope; this has been fixed.]]&lt;br /&gt;
[[File:Squad C14 (2).jpg|thumb|none|600px|Deploying the Harris bipod.]]&lt;br /&gt;
[[file:SquadC14Reload1.jpg|thumb|none|601px|Reloading the C14 by swapping the 5 rounder mag.]]&lt;br /&gt;
[[file:SquadC14Reload2.jpg|thumb|none|601px|Before opening and closing the bolt to feed a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD Dragunov|SVD]] is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the [[Squad#M110 SASS|M110 SASS]] and [[Squad#L129A1 Sharpshooter|L129A1]] to compensate for its smaller magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The Russian Ground Forces marksman used a SVD kitted out with what seemed to be wooden furniture that has been painted black to be disguised as polymer in an attempt to mimic the post-1994 model with polymer furniture currently in service. It also does not use the correct stock, receiver and handguard model. It goes by &amp;quot;SVDM&amp;quot; in game, even though it does not look remotely like its namesake, which is in fact a modernized variant with a folding stock and a railed upper receiver. It also noticeably uses the original PSO-1 model, distinguishable by its infrared (IR) switch, which is absent in the PSO-1M2, the current variant in service.&lt;br /&gt;
[[file:SVD_Rifle.jpg|thumb|none|400px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]]&lt;br /&gt;
[[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.]]&lt;br /&gt;
[[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - note the bolt accurately locking back on an empty magazine.]]&lt;br /&gt;
[[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]]&lt;br /&gt;
[[file:SVDpost1993.jpg|thumb|none|400px|SVD (post '90s variant) for comparison - 7.62x54mmR]]&lt;br /&gt;
[[file:Squad svd ru hold.jpg|thumb|none|600px|The Russian Marksman's SVD, in first person - note the ribbed receiver cover (the polymer variant uses a reinforced smooth cover) and the protruding IR switch below the elevation adjustment knob of the PSO-1 (it would be a flat disc on the PSO-1M2).]]&lt;br /&gt;
[[file:Squad svd ru reload.jpg|thumb|none|600px|A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer - also note the lightening cut on the magazine well that wouldn't be present on the polymer variant.]]&lt;br /&gt;
&lt;br /&gt;
===SVDM===&lt;br /&gt;
Beta 21 replaced the above &amp;quot;SVDM&amp;quot; with a correctly modeled, modern Kalashnikov Concern SVDM for the Russian Ground Forces. The SVDM features a usable bipod and uses the 1P88 scope.&lt;br /&gt;
[[File:SVDM.jpg|thumb|none|400px|SVDM - 7.62x54mm R]]&lt;br /&gt;
[[File:Squad SVDM (1).jpg|thumb|none|600px|Freelooking at the new SVDM.]]&lt;br /&gt;
[[File:Squad SVDM (2).jpg|thumb|none|600px|The view through the 8x 1P88 scope - the reticle lines were thickened with the V2.0 update.]]&lt;br /&gt;
[[File:Squad SVDM (3).jpg|thumb|none|600px|Reloading in the same manner as its older predecessor.]]&lt;br /&gt;
[[File:Squad SVDM (4).jpg|thumb|none|600px|Pinky-pulling the charging handle to send the bolt into battery.]]&lt;br /&gt;
[[File:Squad SVDM (5).jpg|thumb|none|600px|Deploying the SVDM's bipod.]]&lt;br /&gt;
[[File:Squad SVDM (6).jpg|thumb|none|600px|The SVDM on the ground, in idle.]]&lt;br /&gt;
[[File:Squad SVDM (7).jpg|thumb|none|600px|Magazine swaps a redone with the left hand, AK-like, while deployed.]]&lt;br /&gt;
[[File:Squad SVDM (8).jpg|thumb|none|600px|The deployed rechamber animation.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
Grenade Launchers are available to the grenadier class. They all have arming distances to mirror those in real life.&lt;br /&gt;
&lt;br /&gt;
All grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-series grenade launcher#GP-25|GP-25]] Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.&lt;br /&gt;
[[file:Gp-25_1.jpg|thumb|none|400px|GP-25 - 40mm]] &lt;br /&gt;
[[file:Squad gp25 ak74 hold.jpg|thumb|none|600px|The GP-25, mounted to a AK-74, in first person.]]&lt;br /&gt;
[[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]]&lt;br /&gt;
[[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]]&lt;br /&gt;
[[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.]]&lt;br /&gt;
[[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]]&lt;br /&gt;
[[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]]&lt;br /&gt;
[[file:Squad gp25 blue.jpg|thumb|none|600px|...a blue smoke grenade...]]&lt;br /&gt;
[[file:Squad gp25 red.jpg|thumb|none|600px|...and a red smoke grenade. - The real Russian 40mm caseless grenades generally only produce white smoke, and most of them, like the GDM-40, GD-40, or the GRD-40, look very different from the VOG-25.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2==&lt;br /&gt;
The [[M203 grenade launcher|M203A2]] is available to Grenadiers of the US and Canadian Armies, mounted on the [[Squad#M4 Carbine|M4 Carbine]] and the C7A2 respectively. It is able to fire M433 HEDP rounds or, similar to the [[Squad#GP-25 Grenade Launcher|GP-25]], red, blue and white smoke rounds. Upon selecting the M203A2, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. &lt;br /&gt;
&lt;br /&gt;
Note that there are no blue smoke rounds for the M203 in reality; there are only M714 white smoke rounds, M713 red smoke rounds, M715 green smoke rounds, and M716 yellow smoke rounds.&lt;br /&gt;
[[File:M4 Carbine with M203 Grenade Launcher.jpg|thumb|none|400px|M4 Carbine with M203 Grenade Launcher - 40mm]]&lt;br /&gt;
[[file:Squad m203 hold.jpg|thumb|none|600px|The M203A2, mounted on the M4 Carbine, in first person view.]]&lt;br /&gt;
[[file:Squad_m203_sights.jpg|thumb|none|600px|Aiming with the leaf sight.]]&lt;br /&gt;
[[file:Squad_m203_loading.jpg|thumb|none|600px|Loading a M433 HEDP round.]]&lt;br /&gt;
[[file:Squad m203 white.jpg|thumb|none|600px|Loading a M714 Ground Marker round.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (1).jpg|thumb|none|600px|An M203A2 slung under the C7A2 rifle, a unique setup with the original upper handguard still retained.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (2).jpg|thumb|none|600px|Using the Canadian M203.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (3).jpg|thumb|none|600px|Aiming through its distinct sight - it adjusts from 50m to 300m, here set at 100 to make the front post a bit more visible.]]&lt;br /&gt;
&lt;br /&gt;
==L123A2 UGL==&lt;br /&gt;
The [[Heckler &amp;amp; Koch AG grenade launcher series#L123|Heckler &amp;amp; Koch AG-SA80]] appears in game under the better-known British designation &amp;quot;L123A2&amp;quot;, and is available to the British Army grenadier, mounted to his [[Squad#Enfield SA80A2|L85A2]]. Like the [[Squad#Knight's Armament M203A1|M203A1]], it can fire M433 HEDP rounds or red, blue and white smoke rounds.&lt;br /&gt;
[[file:L85A2 with UGL.jpg|thumb|none|400px|L123A2 Underslung Grenade Launcher mounted on an L85A2 - 40mm]]&lt;br /&gt;
[[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]]&lt;br /&gt;
[[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight.]]&lt;br /&gt;
[[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]]&lt;br /&gt;
[[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]]&lt;br /&gt;
[[file:Squad l123a2 blue.jpg|thumb|none|600px|...a blue smoke round....]]&lt;br /&gt;
[[file:Squad l123a2 red.jpg|thumb|none|600px|...and a red smoke round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK79==&lt;br /&gt;
MEA Grenadiers use G3 battle rifles with underslung [[Heckler &amp;amp; Koch HK69A1|Heckler &amp;amp; Koch HK79]] 40mm launchers.&lt;br /&gt;
[[File:HK33HK79.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK79 40mm mounted on [[Heckler &amp;amp; Koch HK33|Heckler &amp;amp; Koch HK33A2]] 5.56x45mm]]&lt;br /&gt;
[[File:SquadHK79.jpg|thumb|none|600px|High in the guard tower, sits the G3 with the underslug HK79 bloop tube.]]&lt;br /&gt;
[[File:SquadHK79Irons.jpg|thumb|none|600px|Aiming down the side mounted sights, adjustable for all ranges.]]&lt;br /&gt;
[[File:SquadHK79IronsKaboom.jpg|thumb|none|600px|Including that one.]]&lt;br /&gt;
[[File:SquadHK79Reload.jpg|thumb|none|600px|Cracking open the tube to remove the spent round.]]&lt;br /&gt;
[[File:SquadHK79Reload2.jpg|thumb|none|600px|And popping in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
Rocket launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing. Like grenade launchers, all rocket launchers have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M2==&lt;br /&gt;
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M2|Carl Gustaf M2]] appears in ''Squad'' as the &amp;quot;Carl Gustav M2 + No78Mk1&amp;quot;. It is available to the Canadian Army heavy anti-tank class and comes with 2 high-explosive anti-tank (HEAT) warheads and a single tandem charge warhead.&lt;br /&gt;
[[file:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[file:SquadM2.jpg|thumb|none|600px|Equipping the M2 starts similar to its brother the MAAWS by loading in the first round.]]&lt;br /&gt;
[[file:SquadM2Gustav.jpg|thumb|none|600px|The M2 Gustav in all it's vintage glory.]]&lt;br /&gt;
[[file:SquadM2GustavScope.jpg|thumb|none|600px|That vintage look extends to the very basic scope in comparison to the M3 below.]]&lt;br /&gt;
[[file:SquadM2GustavReload.jpg|thumb|none|600px|Reloading starts by opening the rear tube...]]&lt;br /&gt;
[[file:SquadM2GustavReload2.jpg|thumb|none|600px|Before stuffing in a new shell and closing it.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M3==&lt;br /&gt;
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M3|Carl Gustaf M3]] appears in ''Squad'' under the US Army designation &amp;quot;M3 MAAWS&amp;quot;, available to the US heavy anti-tank class. It comes with 2 HEAT warheads (although you can take a tandem as well) plus 2 smoke rounds. &lt;br /&gt;
[[file:CarlGustavM3.jpg|thumb|none|400px|Carl Gustaf M3 - 84x246mm R]]&lt;br /&gt;
[[file:SquadMAAWSdraw.jpg|thumb|none|600px|Equipping the MAAWS starts with loading the launcher and bringing it to ones shoulder.]]&lt;br /&gt;
[[file:SquadMAAWS.jpg|thumb|none|600px|The MAAWS ready to rumble on the range.]]&lt;br /&gt;
[[file:SquadMAAWSscope.jpg|thumb|none|600px|Aiming the MAAWS at a ruined BTR on the range, the scope is a chevron in the center for 100 metres, with a mix of drop compensators below it.]]&lt;br /&gt;
[[file:SquadMAAWSreload.jpg|thumb|none|600px|Having taught the blown up BTR what for, the reload begins by unlatching the rear of the weapon.]]&lt;br /&gt;
[[file:SquadMAAWSreload2.jpg|thumb|none|600px|Before loading in a new shell and locking the system up.]]&lt;br /&gt;
&lt;br /&gt;
==M72A7 LAW==&lt;br /&gt;
The [[M72 LAW|M72A7 LAW]] is available to the US Army and British Army light and heavy anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but may be equipped with a [[Squad#M67 Frag Grenade|M67]] or [[Squad#L109A1 Frag Grenade|L109A1]] respectively to make up for the reduced firepower. Bizarrely, the heavy anti-tank use them as a secondary launcher to their [[Squad#Saab Bofors Dynamics AT4-CS|AT4-CS]] launchers.&lt;br /&gt;
&lt;br /&gt;
Note that the British Army does not use M72A7s, but rather the further upgraded M72A9 variant (though the two variants are visually very similar), designated as the &amp;quot;L72A9 Light Anti-Structure Munition (LASM)&amp;quot;. As its designation implies, its warhead is designed to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to make up for the shortfall of [[MATADOR|L2A1 ASMs]].&lt;br /&gt;
&lt;br /&gt;
[[File:M72A7 LAW.jpg|thumb|none|400px|M72A7 LAW with rocket - 66mm]]&lt;br /&gt;
[[file:Squad law hold.jpg|thumb|none|600px|The M72A7 LAW in first person.]]&lt;br /&gt;
[[file:squad_m72law_deploying.jpg|thumb|none|600px|Deploying the M72 LAW.]]&lt;br /&gt;
[[file:squad_m72law_sights.jpg|thumb|none|600px|Aiming down the sights. The sights can be zeroed up to 400m.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4-CS==&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics AT4-CS]] is available to the US Army light anti-tank class and British Army heavy anti-tank class under their respective designations, the &amp;quot;M136 AT4-CS&amp;quot; and &amp;quot;ILAW AT4-CS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At the same time, it is worth noting that &amp;quot;ILAW&amp;quot; is an incomplete designation; the proper designation is &amp;quot;L2A1 Interim Light Anti-tank Weapon (ILAW)&amp;quot;. As its name suggests, it is an interim solution to make up for the shortfall of [[MBT LAW|NLAWs]] as the British Army replaces its obsolete [[LAW 80]] launchers.&lt;br /&gt;
[[file:AT-4Launcher.jpg|thumb|none|400px|Saab Bofors Dynamics AT4 - 84mm]]&lt;br /&gt;
[[file:Squad at4 draw 1.jpg|thumb|none|600px|Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...]]&lt;br /&gt;
[[file:Squad at4 draw 2.jpg|thumb|none|600px|...then flips up the rear sight...]]&lt;br /&gt;
[[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]]&lt;br /&gt;
[[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]]&lt;br /&gt;
[[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights - the sights zero up to 500m, turning the knob in the process.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics MBT-LAW==&lt;br /&gt;
The V2.0 update introduced the [[MBT LAW|NLAW]] as a replacement for the ILAW AT4-CS for the British Army. It features a Predicted-Line-Of-Sight (PLOS) mode that allows the user to track moving targets and fire a guided projectile. &lt;br /&gt;
[[File:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[File:Squad NLAW (1).jpg|thumb|none|600px|Equipping the NLAW - the UK HAT operator flips out the scope...]]&lt;br /&gt;
[[File:Squad NLAW (2).jpg|thumb|none|600px|...and disengages the safety.]]&lt;br /&gt;
[[File:Squad NLAW (3).jpg|thumb|none|600px|The NLAW in idle.]]&lt;br /&gt;
[[File:Squad NLAW (4).jpg|thumb|none|600px|A clear view through the scope.]]&lt;br /&gt;
[[File:Squad NLAW (5).jpg|thumb|none|600px|Showing off the locking feature with a derelict M1A2.]]&lt;br /&gt;
[[File:Squad NLAW (6).jpg|thumb|none|600px|Flipping the sight down while putting away the NLAW.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes has an extra OG-7V warhead to compensate for their [[Squad#SKS|weaker primary rifle]]. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice. &lt;br /&gt;
&lt;br /&gt;
Additionally, the Russian Ground Forces anti-tank's RPG-7V2 also comes equipped with a PGO-7 (likely the V3 variant), which is regrettably plagued with incorrect or missing markings. It also does not come with the UP-7V sighting device designed to be used in tandem with it, despite the combination of the two being the defining features of the RPG-7V2 over the older variants. Finally, production of the PG-7VM had long ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] &lt;br /&gt;
[[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]]&lt;br /&gt;
[[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.]]&lt;br /&gt;
[[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]]&lt;br /&gt;
[[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]]&lt;br /&gt;
[[file:Squad rpg7 pg7vr.jpg|thumb|none|600px|...and a PG-7VR warhead.]]&lt;br /&gt;
[[file:squad_rpg7_arming.jpg|thumb|none|600px|In a nice display of weapons knowledge, the player character cocks the launcher after each reload.]]&lt;br /&gt;
[[file:Squad rpg7v2 pgo7v hold.jpg|thumb|none|600px|The RPG-7V2, with PGO-7V mounted, in first person.]]&lt;br /&gt;
[[file:Squad rpg7v2 pgo7v aim.jpg|thumb|none|600px|Aiming with the PGO-7V - note the incorrect, extra and missing markings throughout the sight picture.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-26==&lt;br /&gt;
The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]].&lt;br /&gt;
[[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]]&lt;br /&gt;
[[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - the anti-tank soldier flips up the front sight...]]&lt;br /&gt;
[[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]]&lt;br /&gt;
[[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]]&lt;br /&gt;
[[file:Squad rpg26 hold.jpg|thumb|none|600px|The RPG-26 in first person.]]&lt;br /&gt;
[[file:Squad rpg26 aim.jpg|thumb|none|600px|Aiming the RPG-26.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-28==&lt;br /&gt;
Introduced with the V2.0 update, the '''RPG-28''' is a new option for the Russian Army HAT kit. It fires a large 125mm projectile with a flat projectile, and can be zeroed out to 500m. &lt;br /&gt;
[[File:Squad RPG-28 (1).jpg|thumb|none|600px|Pulling out the safety pin on the RPG-28, just like the RPG-26 above.]]&lt;br /&gt;
[[File:Squad RPG-28 (2).jpg|thumb|none|600px|Idling with the RPG-26.]]&lt;br /&gt;
[[File:Squad RPG-28 (3).jpg|thumb|none|600px|Looking through the optical sight.]]&lt;br /&gt;
[[File:Squad RPG-28 (4).jpg|thumb|none|600px|Slinging back the tube in its unequip animation.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-29==&lt;br /&gt;
The [[RPG-29]] Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the [[Squad#RPG-7V2|RPG-7V2]], the extra tandem charge warhead provides extra firepower against armored vehicles at the cost of versatility since the former does not have fragmentation warheads.&lt;br /&gt;
[[File:RPG-29 launcher.jpg|thumb|none|400px|RPG-29 launcher - 105mm]]&lt;br /&gt;
[[file:Squad RPG29 Ready1.jpg|thumb|none|600px|Deploying the RPG-29 - the anti-tank soldier flips up the front sight...]]&lt;br /&gt;
[[file:Squad RPG29 Ready2.jpg|thumb|none|600px|...and the rear sight...]]&lt;br /&gt;
[[file:Squad RPG29 Ready3.jpg|thumb|none|600px|...and loads a PG-29V warhead - the loading sequence of the deploying animation is the same as the reloading animation.]]&lt;br /&gt;
[[file:Squad RPG29 Hold.jpg|thumb|none|600px|The RPG-29 in first person.]]&lt;br /&gt;
[[file:Squad RPG29 Aim.jpg|thumb|none|600px|Aiming the RPG-29.]]&lt;br /&gt;
&lt;br /&gt;
=Frag Grenades= &lt;br /&gt;
==M67 Frag Grenade==&lt;br /&gt;
The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes less the lead crewman, crewman, grenadier, combat engineer and machine gunner. Canadian Army forces use it as the under the '''C13 Grenade''' designation.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]] &lt;br /&gt;
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person.]]&lt;br /&gt;
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Frag Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade]]&lt;br /&gt;
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person.]]&lt;br /&gt;
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RGD-5 before throwing.]]&lt;br /&gt;
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.]]&lt;br /&gt;
&lt;br /&gt;
==L109A1 Frag Grenade==&lt;br /&gt;
The [[L109 hand grenade|L109A1]] is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.&lt;br /&gt;
[[file:L109 A1.jpg|thumb|none|200px|L109A1 frag grenade]]&lt;br /&gt;
[[file:Squad l109a1 hold.jpg|thumb|none|600px|The L109A1 in first person.]]&lt;br /&gt;
[[file:Squad l109a1 throw.jpg|thumb|none|600px|Pulling the pin on the L109A1 before throwing.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Frag Grenade==&lt;br /&gt;
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.&lt;br /&gt;
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]&lt;br /&gt;
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person.]]&lt;br /&gt;
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling out the F-1's pin.]]&lt;br /&gt;
&lt;br /&gt;
=Smoke Grenades=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army, and is available to all classes less the grenadier, coming in white, red, or blue. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that M18s are not available in white or blue, and a better alternative for white smoke would be the [[AN/M8 HC smoke grenade|AN/M8]] or [[M83 Smoke Grenade]].&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]] &lt;br /&gt;
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person.]]&lt;br /&gt;
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing.]]&lt;br /&gt;
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.]]&lt;br /&gt;
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18, as the player character enjoys a moment of patriotic fervor.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade==&lt;br /&gt;
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes less the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.&lt;br /&gt;
[[File:RDG-2.jpg|thumb|none|350px|RDG-2 smoke grenade]]&lt;br /&gt;
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person.]]&lt;br /&gt;
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - the player character pulls off the cap on one end...]]&lt;br /&gt;
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|...pulls off the cap on the other end...]]&lt;br /&gt;
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|...and ignites the grenade.]]&lt;br /&gt;
[[Image:05 squad rgd2 smoke.jpg|thumb|none|600px|The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==L132A1 Smoke Grenade==&lt;br /&gt;
The [[L132A1 smoke grenade|L132A1]] is the white smoke grenade of choice for the British Army, and is available to all classes less the grenadier.&lt;br /&gt;
[[File:L132A1.jpg|thumb|none|200px|L132A1 smoke grenade]]&lt;br /&gt;
[[Image:Squad l132a1 hold.jpg|thumb|none|600px|The L132A1 in first person.]]&lt;br /&gt;
[[Image:Squad l132a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]&lt;br /&gt;
&lt;br /&gt;
==L152A1 Smoke Grenade==&lt;br /&gt;
The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.&lt;br /&gt;
&lt;br /&gt;
The L152A1 markings are similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.&lt;br /&gt;
[[File:L152a1.jpg|thumb|none|200px|L152A1 smoke grenade]]&lt;br /&gt;
[[Image:01 squad l152a1 hold.jpg|thumb|none|600px|The L152A1 in first person - the yellow body, while not not awfully visible here, can be clearly seen if one were to use freelook.]]&lt;br /&gt;
[[Image:02 squad l152a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]&lt;br /&gt;
[[Image:03 squad l152a1 markings.jpg|thumb|none|600px|A good look at the markings on the grenade body.]]&lt;br /&gt;
&lt;br /&gt;
= Other Grenades &amp;amp; Munitions=&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade|AN/M14]] appears in ''Squad'' simply as &amp;quot;ANM14 Incendiary Grenade&amp;quot; and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person,]]&lt;br /&gt;
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14,]]&lt;br /&gt;
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.]]&lt;br /&gt;
&lt;br /&gt;
==Improvised Explosive Device==&lt;br /&gt;
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.&lt;br /&gt;
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person.]]&lt;br /&gt;
[[file:Squad ied draw.jpg|thumb|none|600px|Priming the IED before deployment.]]&lt;br /&gt;
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.]]&lt;br /&gt;
[[file:Squad ied deto.jpg|thumb|none|600px|Making the deadliest phone call - the phone makes a short ringtone.]]&lt;br /&gt;
[[file:Squad ied exp1.jpg|thumb|none|600px|Initial stage of detonation (and grief for your foes)]]&lt;br /&gt;
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage - note the brilliant ray of light bursting through the cloud.]]&lt;br /&gt;
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.]]&lt;br /&gt;
[[file:08 squad ied exp4.jpg|thumb|none|600px|Fourth stage]]&lt;br /&gt;
[[file:09 squad ied exp5.jpg|thumb|none|600px|Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.]]&lt;br /&gt;
&lt;br /&gt;
== M15 Anti-Tank Mine ==&lt;br /&gt;
&lt;br /&gt;
The [[M15 anti-tank mine|M15 Anti-Tank Mine]] was added to the game in Update 13, available for the US and British Army Combat Engineers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
&lt;br /&gt;
==TM-62M Anti-tank Mine==&lt;br /&gt;
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as &amp;quot;TM-62&amp;quot;, and is available to the Insurgent and Militia scouts.&lt;br /&gt;
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person.]]&lt;br /&gt;
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...]]&lt;br /&gt;
[[File:Squad tm62m draw2.jpg|thumb|none|600px|...screws it in place...]]&lt;br /&gt;
[[File:05 squad tm62m arm3.jpg|thumb|none|600px|...and arms the mine.]]&lt;br /&gt;
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
Mortars are deployable weapons requiring setup by a squad.&lt;br /&gt;
&lt;br /&gt;
==M252==&lt;br /&gt;
The [[M252 Mortar|M252]] is available to the US Army as an emplacement.&lt;br /&gt;
[[File:M252Mort.JPG|thumb|none|400px|M252 - 81mm]]&lt;br /&gt;
[[File:Squad m252.jpg|thumb|none|600px|The M252 as a deployable.]]&lt;br /&gt;
[[File:Squad m252 1p.jpg|thumb|none|600px|The M252 in first person.]]&lt;br /&gt;
[[File:Squad m252 aim.jpg|thumb|none|600px|Aiming the M252 - the developers were nice enough to add a range guide.]]&lt;br /&gt;
&lt;br /&gt;
==2B14 Podnos==&lt;br /&gt;
The [[2B14 Podnos Mortar|2B14 Podnos]] is available to the Russian Ground Forces as an emplacement.&lt;br /&gt;
[[File:2B14 Podnos 82mm Mortar.jpg|thumb|none|400px|2B14 Podnos - 82mm]]&lt;br /&gt;
[[File:Squad 2b14.jpg|thumb|none|600px|The 2B14 Podnos as a deployable.]]&lt;br /&gt;
[[File:Squad 2b14 1p.jpg|thumb|none|600px|The 2B14 Podnos in first person.]]&lt;br /&gt;
[[File:Squad 2b14 aim.jpg|thumb|none|600px|Aiming the 2B14 Podnos.]]&lt;br /&gt;
&lt;br /&gt;
==BM-37==&lt;br /&gt;
The [[BM-37 Mortar|BM-37]] appears in game as the &amp;quot;M1937&amp;quot; and is available to the Insurgent and Militia forces as an emplacement.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|400px|BM-37 - 82mm]]&lt;br /&gt;
[[File:Squad m1937.jpg|thumb|none|600px|The BM-37 as a deployable.]]&lt;br /&gt;
[[File:Squad m1937 1p.jpg|thumb|none|600px|The BM-37 in first person.]]&lt;br /&gt;
[[File:Squad m1937 aim.jpg|thumb|none|600px|Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Machine Guns=&lt;br /&gt;
Heavy Machine Guns in ''Squad'' are either deployable weapons requiring setup, or vehicle-mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==Browning M2A1==&lt;br /&gt;
The [[Browning M2|Browning M2A1]] is available to the US Army as both an emplacement and a vehicle-mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.&lt;br /&gt;
[[Image:M2A2.jpg|thumb|none|400px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.]]&lt;br /&gt;
[[Image:Squad_m2hb_tripod.jpg|thumb|none|600px|The M2A1 mounted on an M3 tripod, as a deployable.]]&lt;br /&gt;
[[Image:Squad m2a1 bunker.jpg|thumb|none|600px|The M2A1 in a machine gun bunker.]]&lt;br /&gt;
[[Image:Squad m2a1 1p.jpg|thumb|none|600px|The M2A1 in first person.]]&lt;br /&gt;
[[Image:Squad m2a1 aim.jpg|thumb|none|600px|Aiming with what seems to be a TA648MGO-M2.]]&lt;br /&gt;
[[Image:Squad_m2a1hmg.jpg|thumb|none|600px|The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.]]&lt;br /&gt;
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.]]&lt;br /&gt;
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|Aiming down the sights atop a MAT-V.]]&lt;br /&gt;
[[Image:Squad m2a1 m1126.jpg|thumb|none|600px|The M2A1 CROWS mounted on a M1126 Stryker ICV.]]&lt;br /&gt;
[[Image:Squad m2a1 crows.jpg|thumb|none|600px|Aiming with the CROWS.]]&lt;br /&gt;
[[Image:Squad m2a1 reload.jpg|thumb|none|600px|Reloading the M2A1.]]&lt;br /&gt;
&lt;br /&gt;
==NSV==&lt;br /&gt;
The [[NSV heavy machine gun|NSV]] is available to the Russian Ground Forces as an emplacement, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.&lt;br /&gt;
&lt;br /&gt;
Note that the NSV has been slated for replacement by the Kord, but as of now it is still issued to units, so its appearance in ''Squad'' is not anachronistic.&lt;br /&gt;
[[File:6U6 NSV 02.jpg|thumb|none|400px|NSV machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:squad_nsv_machine_gun.jpg|thumb|none|600px|The NSV as a deployable.]]&lt;br /&gt;
[[Image:Squad nsv bunker.jpg|thumb|none|600px|The NSV in a machine gun bunker.]]&lt;br /&gt;
[[Image:Squad nsv 1p.jpg|thumb|none|600px|The NSV in first person.]]&lt;br /&gt;
[[Image:Squad nsv aim.jpg|thumb|none|600px|Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.]]&lt;br /&gt;
[[Image:Squad nsv reload.jpg|thumb|none|600px|Reloading the NSV.]]&lt;br /&gt;
&lt;br /&gt;
==DShKM==&lt;br /&gt;
The [[DShK heavy machine gun|DShKM]] is available to Militia and Insurgent forces as both an emplacement and a vehicle-mounted weapon. It may come with or without shields to protect its gunner.&lt;br /&gt;
[[File:DShK_HMG.jpg|thumb|none|400px|DShKM machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:Squad_dshk_tripod.jpg|thumb|none|600px|A DShKM mounted on a tripod.]]&lt;br /&gt;
[[Image:Squad dshkm shield.jpg|thumb|none|600px|A DShKM, with shield mounted on a tripod, at the same time showing off its right side. Note the ammo belt; like the PKM/PKP, the ammo belt is correctly animated as non-disintegrating, but the depleted belt doesn't go on for long and disappears after a short length.]]&lt;br /&gt;
[[Image:Squad dshkm cars.jpg|thumb|none|600px|From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.]]&lt;br /&gt;
[[Image:07 squad dshkm tech shield.jpg|thumb|none|600px|From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.]]&lt;br /&gt;
[[Image:08 squad dshkm tech shield armour.jpg|thumb|none|600px|An Insurgent technical, fitted with improvised armor, with a shielded DShKM.]]&lt;br /&gt;
[[Image:Squad dshkm 1p.jpg|thumb|none|600px|The DShKM in first person.]]&lt;br /&gt;
[[Image:Squad dshkm aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Squad dshkm reload.jpg|thumb|none|600px|Reloading the DShKM.]]&lt;br /&gt;
&lt;br /&gt;
=Missile Launchers=&lt;br /&gt;
Anti-tank missile launchers are currently available in ''Squad'' as deployables. Some vehicles are also equipped with missiles.&lt;br /&gt;
&lt;br /&gt;
== 9M133 Kornet==&lt;br /&gt;
The [[AT-14 Spriggan|9M133 Kornet]] anti-tank missile was added to the game in Alpha 12. It is only available to the Russian Ground Forces.&lt;br /&gt;
&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|9K135 Kornet missile launcher system with 9M133 Kornet missile - 152mm]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] anti-tank missile was added to the game in Alpha 11. It is only available to U.S. Army and the British Army. The M2A3 Bradley IFV is also equipped with 2 TOW missiles.&lt;br /&gt;
&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 launcher with daysight tracker, AN/TAS-4A night sight and FCS with inserted battery module - 152mm]]&lt;br /&gt;
&lt;br /&gt;
=Other Mounted Weapons=&lt;br /&gt;
This section covers all the rest of the emplacements or vehicle-mounted weapons, with mortars and HMGs covered in the above sections.&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
US Army M1A2 Abrams and M2A3 Bradleys have [[M240C]] coaxial machine guns. Similar FN MAG GPMG/C6 FLEX variants are used on British and Canadian armor.&lt;br /&gt;
[[File:M240C.jpg|thumb|none|400px|M240C - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Squad M240C (1).jpg|thumb|none|600px|A closeup of the M240C on the woodland variant of the M1A2.]]&lt;br /&gt;
[[File:Squad M240C (2).jpg|thumb|none|600px|Another view of all of the Abrams' armaments in general, showing the RWS M2A1 and loader's M240 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M240H==&lt;br /&gt;
The [[M240D|M240H]], the US Army Aviation designation for the M240D, is mounted in both of the of gunners' windows of the UH-60M &amp;quot;Grouse&amp;quot; Blackhawk utility helicopter. It is also used in the RAF SA 330 Puma HC2 transport helicopter that is part of the V2.0 update.&lt;br /&gt;
[[File:M240d.jpg|thumb|none|400px|M240D - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad M240H (1).jpg|thumb|none|600px|The UH-60M's M240H.]]&lt;br /&gt;
[[File:Squad M240H (2).jpg|thumb|none|600px|Behind the spade-gripped 240.]]&lt;br /&gt;
[[File:Squad M240H (3).jpg|thumb|none|600px|Aiming is done with the front sight + tracer fire.]]&lt;br /&gt;
[[File:Squad M240H (4).jpg|thumb|none|600px|The M240H's reload. The charging handle is pulled when first entering the position, and at the start of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are used on the American M2A3 Bradleys and Canadian LAV III 6.0 armored fighting vehicles.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|400px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Squad M242 (1).jpg|thumb|none|600px|The Bushmaster atop the LAV III 6.0.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PK Machine Gun|PKT]] can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with a mounted [[Squad#ZU-23-2|ZU-23-2]].&lt;br /&gt;
[[File:Machine gun PKT.jpg|thumb|none|400px|PKT - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkt mtlb.jpg|thumb|none|600px|The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.]]&lt;br /&gt;
[[File:Squad pkt aim.jpg|thumb|none|600px|Aiming the PKT.]]&lt;br /&gt;
&lt;br /&gt;
==NSVT==&lt;br /&gt;
The [[NSV|NSVT]] can be found mounted on MT-LBMs belonging to the Russian Ground Forces and Militia.&lt;br /&gt;
&lt;br /&gt;
Note that MT-LBMs do not exist in this configuration, and the only variant of the MT-LB to sport a NSVT turret would be the MT-LBVM, which is identifiable by its wider tracks and mudguards.&lt;br /&gt;
[[File:NSVTMG.jpg|thumb|none|400px|NSVT mounted on a T-84 - 12.7x108mm]]&lt;br /&gt;
[[File:Squad nsvt many.jpg|thumb|none|600px|From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.]]&lt;br /&gt;
[[File:Squad nsvt mtlbm6m.jpg|thumb|none|600px|A closer look at the NSVT.]]&lt;br /&gt;
[[File:Squad nsvt aim.jpg|thumb|none|600px|Aiming the NSVT.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT Heavy Machine Gun|KPVT]] can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armor-piercing incendiary tracer (API-T) rounds. The turret also has a visible [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT - 14.5x114mm]]&lt;br /&gt;
[[File:Squad kpvt mtlbm6ma.jpg|thumb|none|600px|The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the coaxial PKT to its left and the 6 smoke grenade launchers.]]&lt;br /&gt;
[[File:Squad kpvt btr80.jpg|thumb|none|600px|The KPVT mounted on a Militia BTR-80.]]&lt;br /&gt;
[[File:Squad kpvt brdm2.jpg|thumb|none|600px|The KPVT mounted on an Insurgent BRDM-2.]]&lt;br /&gt;
[[File:Squad kpvt aim.jpg|thumb|none|600px|Aiming the KPVT.]]&lt;br /&gt;
&lt;br /&gt;
==2A72==&lt;br /&gt;
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armor-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the [[Squad#KPVT|KPVT]] above, its turret comes with a [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.&lt;br /&gt;
[[File:Squad 2a72 btr82a.jpg|thumb|none|600px|The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT to its left and the 6 smoke grenade launchers.]]&lt;br /&gt;
[[File:Squad 2a72 mtlbm6mb.jpg|thumb|none|600px|The 2A72 mounted on a Militia MT-LBM (6MB) - this variant of the MT-LBM is particularly rare and it's unlikely for a ragtag team of militants to get their hands on it.]]&lt;br /&gt;
[[File:Sqiad 2a72 aim.jpg|thumb|none|600px|Aiming the 2A72.]]&lt;br /&gt;
&lt;br /&gt;
==SPG-9==&lt;br /&gt;
The [[SPG-9 recoilless rifle|SPG-9]] Kopye is available to Insurgents and Militia forces as both an emplacement and a vehicle-mounted weapon. It may fire either OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.&lt;br /&gt;
[[File:Spg-9.jpg|thumb|none|400px|SPG-9 - 73mm]]&lt;br /&gt;
[[File:Squad spg9.jpg|thumb|none|600px|The SPG-9 as a deployable.]]&lt;br /&gt;
[[File:Squad spg9 1p.jpg|thumb|none|600px|The SPG-9 in first person.]]&lt;br /&gt;
[[File:Squad spg9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SPG-9 jeep mount.jpg|thumb|none|400px|SPG-9 recoilless rifle jeep mount - 73mm]]&lt;br /&gt;
[[File:Squad spg9 car.jpg|thumb|none|600px|An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).]]&lt;br /&gt;
&lt;br /&gt;
==UB-32==&lt;br /&gt;
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.&lt;br /&gt;
[[File:squad_ub32_rocket.jpg|thumb|none|600px|On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23-2==&lt;br /&gt;
The [[ZU-23|ZU-23-2]] is available to Insurgents and Militia forces either as an emplacement or a vehicle-mounted weapon. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted [[ZU-23-2]].&lt;br /&gt;
&lt;br /&gt;
While the ZU-23-2 is primarily an anti-aircraft cannon, its current use in ''Squad'' is for destroying infantry with rapid volumes of HE fire.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Squad zu23.jpg|thumb|none|600px|Front view of the ZU-23-2...]]&lt;br /&gt;
[[File:Squad zu23 rear.jpg|thumb|none|600px|...and a view from behind.]]&lt;br /&gt;
[[File:Squad zu23 1p.jpg|thumb|none|600px|The ZU-23-2 in first person.]]&lt;br /&gt;
[[File:Squad zu23 logi.jpg|thumb|none|600px|A ZU-23-2 turret mounted on an Insurgent Ural 375D.]]&lt;br /&gt;
[[File:Squad zu23 logi2.jpg|thumb|none|600px|A closer look at the truck-mounted ZU-23-2 turret.]]&lt;br /&gt;
[[File:Squad zu23 mtlb.jpg|thumb|none|600px|An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the [[Squad#PKT|PKT]] turrets mounted at the front.]]&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>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1414251</id>
		<title>Beyond The Wire</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1414251"/>
		<updated>2021-05-01T16:56:08Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: yes i know it's a QF 13 pounder and not an 18, but i want to get this page done so i can fix it later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Beyond The Wire&lt;br /&gt;
|picture=BeyondtheWireCover.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=2021&lt;br /&gt;
|developer=Redstone Interactive&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Beyond The Wire''''' is an upcoming tactical team-based first-person shooter video game set in the First World War, developed by Redstone Interactive and published by Offworld Interactive, the creators of ''[[Squad]]'' and ''[[Post Scriptum]]''.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Released with the Alpha, the Colt [[M1911]] is available for the American Expeditionary Forces's Assault Class.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:BTWM1911Draw.jpg|thumb|none|600px|How to make every 1911 fan angry in one draw animation.]]&lt;br /&gt;
[[File:BTWM1911.jpg|thumb|none|600px|Yes, the hammer remains uncocked. And yes it bothers me as much as it bothers you.]]&lt;br /&gt;
[[File:BTWM1911Irons.jpg|thumb|none|600px|The irons of the M1911, quite a bit big for a version of the gun infamous for tiny sights.]]&lt;br /&gt;
[[File:BTWM1911LockedBack.jpg|thumb|none|600px|And after surviving the uncocked hammer for 7-8 rounds, the gun locks back to reveal the fact it CAN be cocked.]]&lt;br /&gt;
[[File:BTWM1911Reload1.jpg|thumb|none|600px|Don't think about it, don't think about it.]]&lt;br /&gt;
[[File:BTWM1911Reload2.jpg|thumb|none|600px|Just reload the thing and move on.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in-game as the &amp;quot;Pistole P08&amp;quot;, used by the German officer class as well as the German Assault Class.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BTWLugerDraw.jpg|thumb|none|600px|Drawing the Luger with a quick flick of the safety.]]&lt;br /&gt;
[[File:BTWLuger.jpg|thumb|none|600px|And revealing...A Luger. Very riveting stuff I know.]]&lt;br /&gt;
[[File:BTWLugerIrons.jpg|thumb|none|600px|Aiming it reveals Luger iron sights! Whimsy!]]&lt;br /&gt;
[[File:BTWLugerLockedOpen.jpg|thumb|none|600px|It does fully lock back on empty though, a nice touch.]]&lt;br /&gt;
[[File:BTWLugerReload1.jpg|thumb|none|600px|Even nicer is if you look closely here, you can see the barrel and front lockwork pushed back as part of the Luger's action. Very rare to see rendered.]]&lt;br /&gt;
[[File:BTWLugerReload2.jpg|thumb|none|600px|Also yeah, Luger reload, you know the drill here.]]&lt;br /&gt;
&lt;br /&gt;
===Artillery Model===&lt;br /&gt;
The [[Luger P08 Artillery Model]] is also available, dubbed the &amp;quot;Luger Lange Pistole P08&amp;quot; appears in two basic forms in-game. The more commonly seen version with a 32 round Trommelmagazin is used as an alternative weapon for the German Assault Class. And in a rarity for a video game, the Artillery Luger with normal 8 round mags is used by ''actual'' artillery troops. Yes, the Artillery Crewmen classes get access to it.&lt;br /&gt;
[[Image:Luger-P08ArtilleryWDrum.jpg|thumb|none|300px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare Trommelmagazin 08 snail drum magazine compatible with the Bergmann [[MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BTWLP08.jpg|thumb|none|600px|The Artillery Luger, which shares the same basic draw animation of it's smaller brother.]]&lt;br /&gt;
[[File:BTWLP08Irons.jpg|thumb|none|600px|Irons, big and chunky mixing carbine with classic Luger.]]&lt;br /&gt;
[[File:BTWLP08Plink.jpg|thumb|none|600px|Which allows you to have a bit more fun than the normal Luger.]]&lt;br /&gt;
[[File:BTWLP08LockedOpen.jpg|thumb|none|600px|Too much fun.]]&lt;br /&gt;
[[File:BTWLP08Reload1.jpg|thumb|none|600px|Gotta solve that fun with a mag swap.]]&lt;br /&gt;
[[File:BTWLP08BigMag.jpg|thumb|none|600px|And here's another, entirely unrelated LP08. And how is it unrelated?]]&lt;br /&gt;
[[File:BTWLP08ReloadBigMag1.jpg|thumb|none|600px|Oh?]]&lt;br /&gt;
[[File:BTWLP08BigMagReload2.jpg|thumb|none|600px|OH!]]&lt;br /&gt;
[[File:BTWLP08BigMagReload3.jpg|thumb|none|600px|BIG!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] appears in-game as the main semi-automatic sidearm of the French Republic, called the &amp;quot;Ruby 1915&amp;quot; in-game. It's also used by the Harlem Hellfighters.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[File:BTWRubyDraw.jpg|thumb|none|600px|Disengaging the Ruby's frame mounted safety on the draw.]]&lt;br /&gt;
[[File:BTWRuby.jpg|thumb|none|600px|And the Ruby in it's entirety. For a war with such distinct shapes, the Ruby looks downright svelte in comparison.]]&lt;br /&gt;
[[File:BTWRubyIrons.jpg|thumb|none|600px|The distinct triangle iron sights help it stand out a bit.]]&lt;br /&gt;
[[File:BTWRubyReload1.jpg|thumb|none|600px|After 9 rounds on .32 ACP, the reload starts by swapping the mag.]]&lt;br /&gt;
[[File:BTWRubyReload2.jpg|thumb|none|600px|Loading in the fresh mag, keeping in mind the Ruby's lack of a mag hold open...]]&lt;br /&gt;
[[File:BTWRubyReload3.jpg|thumb|none|600px|By racking the slide, showing the fluted barrel of the Ruby.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt M1917==&lt;br /&gt;
The American officer class and the Harlem Hellfighter's Assault Class has access to the [[M1917 Revolver]].&lt;br /&gt;
[[File:ColtModel1917ArmyEx.jpg|thumb|none|300px|Colt M1917 Revolver (Military issue with lanyard ring) - .45 ACP.]]&lt;br /&gt;
[[File:BeyondTheWire-M1917Revolver.jpg|thumb|none|600px|A group of AEF troops in the intro of a trailer prepare an attack, the one in the foreground armed with...]]&lt;br /&gt;
[[File:BTWM1917Draw.jpg|thumb|none|600px|A M1917! Here the revolver's being drawn. Beyond The Wire's revolvers operate in a quasi SA/DA manner. Upon the draw, the characters will cock the hammer.]]&lt;br /&gt;
[[File:BTWM1917.jpg|thumb|none|600px|Why? Looks cool I guess. Anyway, here's the M1917.]]&lt;br /&gt;
[[File:BTWM1917Irons.jpg|thumb|none|600px|And here's it's iron sights, which is shared with most Colt revolvers for the next 50 years. That's heritage!]]&lt;br /&gt;
[[File:BTWM1917Reload1.jpg|thumb|none|600px|After the first shots, the gun will be run in DA for the remainder. Including here for the reload where the &amp;quot;empties&amp;quot; are extracted.]]&lt;br /&gt;
[[File:BTWM1917Reload2.jpg|thumb|none|600px|And fresh half moon clips are added. Just pretend you didn't see those clips with loaded rounds, ok?]]&lt;br /&gt;
&lt;br /&gt;
==MAS Mle. 1892==&lt;br /&gt;
The other sidearm for the French is the [[Mle 1892 Revolver]] and is named &amp;quot;Modéle 1892 Revolver&amp;quot;, primarily issued to officers.&lt;br /&gt;
[[Image:Mle 1892.jpg|thumb|none|300px|Modele d’Ordonnance Mle 1892 Revolver - 8x27mm SR]]&lt;br /&gt;
[[File:BTWMle1892.jpg|thumb|none|600px|Drawing the Mle 1892, like all of the other revolvers means cocking the hammer. For drama.]]&lt;br /&gt;
[[File:BTWMle1892Standard.jpg|thumb|none|600px|The Mle 1892, in it's weirdly angled French glory.]]&lt;br /&gt;
[[File:BTWMle1892Irons.jpg|thumb|none|600px|Which extends to the sights even, including the distinctive globe front sight.]]&lt;br /&gt;
[[File:BTWMle1892BANG.jpg|thumb|none|600px|It has it's uses. Note the hammer remains uncocked. Once the first shot is fired, every in-game revolver is run in DA for the remaining shots.]]&lt;br /&gt;
[[File:BTWMle1892Reload1.jpg|thumb|none|600px|After 5 more rounds of 8mm French Ordnance, the reload starts by flicking the cylinder out to the left and knocking out the empties...]]&lt;br /&gt;
[[File:BTWMle1892Reload2.jpg|thumb|none|600px|Before popping in new rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. IV==&lt;br /&gt;
The [[Webley Mk IV]] is the duty sidearm for the British faction, used by the Officer and Assault classes.&lt;br /&gt;
[[Image:Webley Mk VI.jpg|thumb|none|300px|Webley Mk. IV - .455 Webley]]&lt;br /&gt;
[[File:BTWWebleyDraw.jpg|thumb|none|600px|Off to mighty Flanders, came an English revolver one day...]]&lt;br /&gt;
[[File:BTWWebley.jpg|thumb|none|600px|Singing songs of Piccadi-. Alright I'll stop.]]&lt;br /&gt;
[[File:BTWWebleyIrons.jpg|thumb|none|600px|The iron sights of the Webley Mk. IV, large, chunky and prominent.]]&lt;br /&gt;
[[File:BTWWebleyReload1.jpg|thumb|none|600px|Plus a reload. Open the gun up and let the empties go flying out...]]&lt;br /&gt;
[[File:BTWWebleyReload2.jpg|thumb|none|600px|Stuff a Pritchard speed loader into it's gaping maw.]]&lt;br /&gt;
[[File:BTWWebleyReload3.jpg|thumb|none|600px|And closing the entire thing shut with a quick snap.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Enfield M1917==&lt;br /&gt;
The [[M1917 Enfield]] appears as the standard issue rifle to the American Expeditionary Forces.&lt;br /&gt;
[[Image:M1917enfield.jpg|thumb|none|450px|M1917 Enfield - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Enfield1.jpg|thumb|none|600px|A Steam Store screenshot of a US Doughboy advancing on a nightmap, his M1917 illuminated by a red flare.]]&lt;br /&gt;
[[File:BTWM1917RifleDraw.jpg|thumb|none|600px|At the range, we have a normal non-red M1917.]]&lt;br /&gt;
[[File:BTWM1917RifleIrons.jpg|thumb|none|600px|With it's distinctive large sights, it makes sighting up targets a breeze.]]&lt;br /&gt;
[[File:BTWM1917RifleReload1.jpg|thumb|none|600px|And it's got an atypical reload. Stuff clip of cartridges into gun.]]&lt;br /&gt;
[[File:BTWM1917RifleReload2.jpg|thumb|none|600px|Shove bolt home. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield P14==&lt;br /&gt;
The [[Pattern 1914 Enfield]] is the scoped rifle for the British sniper class.&lt;br /&gt;
[[File:Pattern1914scoped.jpg|thumb|none|450px|M1914 Enfield with telescopic scope - .303 UK]]&lt;br /&gt;
[[File:BTWPattern14.jpg|thumb|none|600px|And now we get it's bespoke British cousin, the Pattern 1914.]]&lt;br /&gt;
[[File:BTWPattern14Idle.jpg|thumb|none|600px|More specifically, the Pattern 1914 Mk I W (T) sniper variant. Fancy innit?]]&lt;br /&gt;
[[File:BTWPattern14Scope.jpg|thumb|none|600px|Looking down the scope view, we get a thin wire crosshair. Beyond The Wire gives all of it's scoped rifles the same reticle, assuming to balance them out and this is one of those. The original Aldis scope for the (T) Pattern 14's was a heavy verticle post with a thin horizontal post that would become a trademark of British military sniper rifles for decades to come.]]&lt;br /&gt;
[[File:BTWPattern14Reload1.jpg|thumb|none|600px|Not letting incorrect sighting systems stop him, we whip the bolt of this rifle open...]]&lt;br /&gt;
[[File:BTWPattern14Reload2.jpg|thumb|none|600px|And stuff it full of .303 British ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III*==&lt;br /&gt;
The standard infantry rifle for the BEF is the [[Lee-Enfield No.1 Mk.III*]].&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:BTWSMLEDraw.jpg|thumb|none|600px|Overlooking a bluff is the classic rifle of the British in WWI, the SMLE.]]&lt;br /&gt;
[[File:BTWSMLEIrons.jpg|thumb|none|600px|And it's quintessential low, squat and functional iron sights.]]&lt;br /&gt;
[[File:BTWSMLEBolting.jpg|thumb|none|600px|In comparison to other games which like to pair Lee-Enfields with the famous &amp;quot;Mad Minute&amp;quot; bolt technique, Beyond The Wire doesn't. This is somewhat accurate to the war, as the elaborate musket training of the initial BEF was dropped from circulation as the war went on. It wouldn't be until after WWI that the concept of Mad Minute would come back into British cirriculum for training.]]&lt;br /&gt;
[[File:BTWSMLEReload1.jpg|thumb|none|600px|Still, doesn't stop the rifle from being functional. And now to reload it by cracking it open...]]&lt;br /&gt;
[[File:BTWSMLEReload2.jpg|thumb|none|600px|Stuffing in 2 5-round stripper clips...]]&lt;br /&gt;
[[File:BTWSMLEReload3.jpg|thumb|none|600px|And shutting the bolt with a nice chunky thunk.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
The [[Lebel 1886]], in-game name &amp;quot;Fusil Mle 1886/M93 ''Lebel''&amp;quot;, is the main rifle of the French Republic and as a placeholder for the Harlem Hellfighters until a Berthier Model 1907-15 is added. A scoped model fitting the APX Mle 1917 scope is also available to the French Empire's marksman class.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50Rmm]]&lt;br /&gt;
[[File:BeyondTheWire-Lebel1.jpg|thumb|none|600px|An Alpha screenshot of a cramped trench filled with French soldiers, featuring...]]&lt;br /&gt;
[[File:BTWLebel.jpg|thumb|none|600px|A Lebel! Lebel Modele 1886/M93 if you want to be correct. But a Lebel nonetheless.]]&lt;br /&gt;
[[File:BTWLebelIrons.jpg|thumb|none|600px|Featuring fun inclusions like relatively squared off iron sights! For a gun predating sliced bread, that's very nice.]]&lt;br /&gt;
[[File:BTWLebelReload.jpg|thumb|none|600px|And what is a video game Lebel without an elaborate reload animation?]]&lt;br /&gt;
[[File:BTWLebelReload2.jpg|thumb|none|600px|Open breech, stuff tube with 8 rounds of 8x50 Lebel ammo...]]&lt;br /&gt;
[[File:BTWLebelReload3.jpg|thumb|none|600px|And close it shut!]]&lt;br /&gt;
[[Image:Apx1917 1.jpg|thumb|none|400px|Scoped Lebel M1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWLebelAPX.jpg|thumb|none|600px|And if that wasn't enough, there's the fun scoped version!]]&lt;br /&gt;
[[File:BTWLebelAPXIrons.jpg|thumb|none|600px|Which ditches the classic chevron reticle of the legitimate APX scopes for the standard wire crosshair. Sad!]]&lt;br /&gt;
[[File:BTWLebelAPXReload.jpg|thumb|none|600px|And you know what happens from here.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] will be the standard rifle for the German faction and it is seen named &amp;quot;Gewehr 1898&amp;quot; in the Alpha. A scoped version will be also available with the ''Glasvisier'' 16, like in ''[[Screaming Steel: 1914-1918]]''. The Seitengewehr 98/05 bayonet appears both as an option mounted to the rifle, and as the &amp;quot;Bayonet&amp;quot; melee weapon given out to a variety of classes.&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98-1.jpg|thumb|none|600px|A line of German soldiers with their issued G1898 rifles.]]&lt;br /&gt;
[[File:BTWG1898.jpg|thumb|none|600px|Speaking of which. Note the bright metal receiver and bolt assembly, accurate for WWI-era Gewehr 1898's.]]&lt;br /&gt;
[[File:BTWG1898Irons.jpg|thumb|none|600px|The iconic, cramped sights of the original Gewehr 1898.]]&lt;br /&gt;
[[File:BTWG1898IronsCycling.jpg|thumb|none|600px|Doesn't stop you from shooting stuff, though.]]&lt;br /&gt;
[[File:BTWG1898Decocked.jpg|thumb|none|600px|After 5 rounds of 8mm Mauser, you're greeted by this image of a decocked Gewehr 1898. Nice touch.]]&lt;br /&gt;
[[File:BTWG1898Reload1.jpg|thumb|none|600px|And before long, opening up the action for...]]&lt;br /&gt;
[[File:BTWG1898Reload2.jpg|thumb|none|600px|5 rounds of 8mm Mauser are stuffed into the action.]]&lt;br /&gt;
[[File:Gewehr1898Glasvisier16.jpg|thumb|none|450px|A Mauser Gewehr 1898 fitted with a Zeiss Glasvisier 16 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98Scoped1.jpg|thumb|none|600px|A German sniper armed with his 1898 fitted with the Glasvisier scope in a Alpha trailer.]]&lt;br /&gt;
[[File:BTWG1898Glasvisier.jpg|thumb|none|600px|And here's the money shot. The rarely seen Glasvisier 16 scope.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierScope.jpg|thumb|none|600px|And a look down the scope view. This view with a thin wirey crosshair is incorrect to the Glasvisier. The scope in real life is a 2.5x bifocal lens that would focus on the small triangle cover placed on the iron sight, which is rendered on the in-game model as you can see. That would be the point of aim for soldiers to use in the field. Naturally the system was found to be quite clunky and dropped in favor of far more normal 4x and 6x traditional scopes. In-game, this system is ditched for a simple, albeit inaccurate crosshair.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload1.jpg|thumb|none|600px|Disappointment immeasurable, day ruined, the reload continues as it did normally. Insert clip.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload2.jpg|thumb|none|600px|Go knuckle deep to insert all of the rounds, don't laugh.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload3.jpg|thumb|none|600px|Before very DRAMATICALLY throwing the bolt closed.]]&lt;br /&gt;
[[Image:SG98-05bayonet.jpg|thumb|none|400px|Seitengewehr 98/05 bayonet, nicknamed &amp;quot;Butcher's Blade&amp;quot; by Allied soldiers.]]&lt;br /&gt;
[[File:BTWG1898Bayonet.jpg|thumb|none|600px|Mounting the bayonet reveals that while it is a 98/05, it's a &amp;quot;ground&amp;quot; model. Following rumors of Allied soldiers executing Germans caught with &amp;quot;Butcher blades&amp;quot;, thousands of German soldiers began to grind off the saw back parts of their bayonets to prevent their execution if they were captured. No reports have ever been substantiated in this happening, but it's a neat touch to see rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle. 1917==&lt;br /&gt;
A [[R.S.C. Mle 1917]] was added in the 0.9 Update as the alternative weapon for the French Empire's Assault Class.&lt;br /&gt;
[[Image:R.S.C._Model_1917.jpg‎|thumb|none|450px|R.S.C. Model 1917 - 8x50mmR]]&lt;br /&gt;
[[File:BTWMle1917draw.jpg|thumb|none|600px|Equipping the R.S.C by flicking off the safety.]]&lt;br /&gt;
[[File:BTWMlt1917.jpg|thumb|none|600px|The R.S.C in all it's chunky glory.]]&lt;br /&gt;
[[File:BTWMle1917Irons.jpg|thumb|none|600px|And it's chunky and tiny sights.]]&lt;br /&gt;
[[File:BTWMle1917Reload1.jpg|thumb|none|600px|Reloading the R.S.C first by opening up the magazine and removing the empty clip.]]&lt;br /&gt;
[[File:BTWMle1917Reload2.jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BTWMle1917Reload3.jpg|thumb|none|600px|And racking the charging handle with a good ol' tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield 1903==&lt;br /&gt;
While the [[M1917 Enfield]] is accurately portrayed as the main armament of the AEF, the [[Springfield M1903]] still makes an appearance in-game as the rifle of choice for the AEF's marksman with a Warner and Swasey scope.&lt;br /&gt;
[[File:Springfield1903ScopedWarnerAndSwasey.jpg|thumb|none|450px|A Springfield M1903 fitted with a WWI vintage Warner and Swasey scope - .30-06 Springfield]]&lt;br /&gt;
[[File:BTWM1903Draw.jpg|thumb|none|600px|Outproduced by the M1917 but not out entirely, a Doughboy flicks the safety off of his M1903 Springfield rifle.]]&lt;br /&gt;
[[File:BTWM1903.jpg|thumb|none|600px|And there it is, the M1903 with the full Warner and Swasey scope in all of it's chunky glory. Looks like a Brownie camera got screwed onto the side of it.]]&lt;br /&gt;
[[File:BTWM1903Irons.jpg|thumb|none|600px|And the scope view. Like the other scoped rifles, it uses a default wire crosshair. In this case, this is the most accurate of the 4 scoped rifles in-game. The Warner and Swasey scope was just a simple wire crosshair. The only thing missing is a few range finder marks on the bottom left view of the scope.]]&lt;br /&gt;
[[File:BTWM1903Irons2.jpg|thumb|none|600px|Plus given this scope misses the W&amp;amp;S's eye cup (commonly lost in the field), you can watch the scope view bob around as you cycle the rifle.]]&lt;br /&gt;
[[File:BTWM1903Reload1.jpg|thumb|none|600px|You should know the drill from here. Clip in gun.]]&lt;br /&gt;
[[File:BTWM1903Reload2.jpg|thumb|none|600px|Bolt forward, ejecting the empty clip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears in-game under it's own name, as the specialty alternative weapon for the AEF Assault class.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:BeyondTheWire-TrenchGun1.jpg|thumb|none|600px|A Steam Store screecap of a Assault class soldier making his way through a dark trench with nothing but a shotgun as protection.]]&lt;br /&gt;
[[File:BTWM1897.jpg|thumb|none|600px|Speaking of which, the Trench Gun! Start posting your Trench Gun memes now!]]&lt;br /&gt;
[[File:BTWM1897Irons.jpg|thumb|none|600px|The simple irons of the Trench Gun, useful for close to mid-ish ranges. I wouldn't push it past 50 yards but you'd be surprised with how far 00 buckshot can hit.]]&lt;br /&gt;
[[File:BTWM1897Reload1.jpg|thumb|none|600px|After showing these dastardly sandbags what for, the reload starts by popping a shell into the open breech, closing it and..]]&lt;br /&gt;
[[File:BTWM1897Reload2.jpg|thumb|none|600px|Stuffing an extra 5 into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The &amp;quot;Fusil Mitrailleur Mle 1915 CSRG ''[[Chauchat]]''&amp;quot; is used by the French Republic's light machinegun team.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|none|400px|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWChauchat.jpg|thumb|none|600px|High on a bluff, a proud machinegunner stands with his boutique tube.]]&lt;br /&gt;
[[File:BTWChuachatSwing.jpg|thumb|none|600px|And the tube's forever swinging bipod. Accurate to the real world weapon, and mildly hilarious to watch.]]&lt;br /&gt;
[[File:BTWChauchatIrons.jpg|thumb|none|600px|The ironsof the Chauchat, a deep V notch offset to the left of the gun.]]&lt;br /&gt;
[[File:BTwChauchatReload1.jpg|thumb|none|600px|And the reload, which while interesting can be seen better in...]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat M1918==&lt;br /&gt;
The American [[Chauchat|.30-06 American Conversion]] variant of the Chauchat is available for the AEF.&lt;br /&gt;
[[File:Chauchatm1918.jpg|thumb|none|400px|Chauchat M1918 - .30-06]]&lt;br /&gt;
[[File:BTWM1918.jpg|thumb|none|600px|It's weird American sequel! You don't get a BAR, but you get this.]]&lt;br /&gt;
[[File:BTWM1918Irons.jpg|thumb|none|600px|The sights are similar, albeit the modified sights of the American versions of the Chauchat with a deeper cut notch due to accuracy issues with the initial models.]]&lt;br /&gt;
[[File:BTWM1918Reload1.jpg|thumb|none|600px|Here you can see the full reload of the Chauchat. First the bolt is racked back.]]&lt;br /&gt;
[[File:BTWM1918Reload2.jpg|thumb|none|600px|The empty mag is removed...]]&lt;br /&gt;
[[file:BTWM1918Reload3.jpg|thumb|none|600px|And the new mag inserted. The only difference between the Mle. 1915 and the M1918 is the American mag swap is done exclusively with the right hand, and before inserting the fresh mag he taps it on the receiver. For good measure.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the standard issue LMG of the BEF, and also appears in the various destroyed Mark IV tanks that decorate certain maps. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BTWLewisDraw.jpg|thumb|none|600px|Starting off with a flick of the safety...]]&lt;br /&gt;
[[File:BTWLewis.jpg|thumb|none|600px|We get ourselves a Lewis Gun, after a long wait.]]&lt;br /&gt;
[[File:BTWLewisIrons.jpg|thumb|none|600px|Looking through the slightly cluttered but very adjustable flip up sight of the Lewis.]]&lt;br /&gt;
[[File:BTWLewisReload1.jpg|thumb|none|600px|After expending the 47 round pan mag, we need to reload. First removing the old drum...]]&lt;br /&gt;
[[File:BTWLewisReload2.jpg|thumb|none|600px|Exposing the open receiver, and the details like the cooling fins inside the barrel jacket...]]&lt;br /&gt;
[[File:BTWLewisReload3.jpg|thumb|none|600px|Before slapping down a new pan magazine, running the bolt and going back to work.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
Fokker Dr. I triplanes appear in-game as map decorations, fitted with a pair of [[LMG 08/15]] machine guns.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The light machine guns for the Germans is the[[Madsen machine gun|Madsen M1902]], used by the German Empire's LMG team.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-Madsen1.jpg|thumb|none|600px|A Madsen lighting up a nighttime map from a screenshot shared on the game's Steam Store page.]]&lt;br /&gt;
[[File:BTWMadsenDraw.jpg|thumb|none|600px|Back in daytime, our lowly gunner points his Madsen skyward so we can see the flicking of the safety. Long and lateral.]]&lt;br /&gt;
[[File:BTWMadsen.jpg|thumb|none|600px|Can't be surprised the controls are weird, given the Madsen's 20+ year long history. Still here it is. Look at how shiny it is.]]&lt;br /&gt;
[[File:BTWMadsenIrons.jpg|thumb|none|600px|The iron sights are big, chunky and vibrate upon firing.]]&lt;br /&gt;
[[File:BTWMadsenReload1.jpg|thumb|none|600px|Plus after 30 rounds of full auto you need to reload. So you swap mags like...]]&lt;br /&gt;
[[File:BTWMadsenReload2.jpg|thumb|none|600px|This and tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08==&lt;br /&gt;
The [[Maxim MG08]] fitted with the ''Patronenkasten'' 16 belt drum and ''Panzermantel'' (armored jacket) with a barrel shield is the stationary HMG for the German Empire.&lt;br /&gt;
[[Image: MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:BeyondTheWire-MaximMG1.jpg|thumb|none|600px|A Steam Page screenshot showing a MG08 firing from a trench position.]]&lt;br /&gt;
[[File:BTWMG08Start.jpg|thumb|none|600px|And all it takes to get that kind of chaos is a tug on the charging handle.]]&lt;br /&gt;
[[File:BTWMG08.jpg|thumb|none|600px|Behold the beast of No Man's Land. Clad in rarely seen &amp;quot;Panzermantel&amp;quot; armor. Here for one thing.]]&lt;br /&gt;
[[File:BTWMG08Irons.jpg|thumb|none|600px|Killing enemies. A view down the sights, normally open if it wasn't for the small slot in the Panzermantel limiting your field of view.]]&lt;br /&gt;
[[File:BTWMG08Reload1.jpg|thumb|none|600px|Doesn't stop it from doing it's job though, reloading starts with swapping the drums...]]&lt;br /&gt;
[[File:BTWMG08Reload2.jpg|thumb|none|600px|Before feeding in the belt and giving the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
The [[Vickers machine gun]] appears in-game as the dedicated HMG for both the British and AEF, the latter representing the rarely seen Colt-Vickers M1915 machine gun.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Vickers1.jpg|thumb|none|600px|A Doughboy in a trailer fires a Vickers gun.]]&lt;br /&gt;
[[File:BTWVickersStart.jpg|thumb|none|600px|Getting the beast going with a charge of the charging handle. Charging it properly. Have I said charge enough yet?]]&lt;br /&gt;
[[File:BTWVickers.jpg|thumb|none|600px|Yeah I think I have.]]&lt;br /&gt;
[[File:BTWVickersIrons.jpg|thumb|none|600px|In comparison to the simpler sights of the WWII era Vickers, the game gives you the incredibly elaborate WWI era flip up sight. Sadly you can't flick through all of the aperture settings. Yet.]]&lt;br /&gt;
[[File:BTWVickersFiring.jpg|thumb|none|600px|Don't let that stop you from using the Vickers for what it was for! Suppressing fire!]]&lt;br /&gt;
[[File:BTWVickersReload1.jpg|thumb|none|600px|After firing many suppressions, the reload starts in Squad like fashion with a dramatic change of ammo cans.]]&lt;br /&gt;
[[File:BTWVickersReload2.jpg|thumb|none|600px|Feeding the beast with more .303...]]&lt;br /&gt;
[[File:BTWVickersReload3.jpg|thumb|none|600px|Before charging it and getting it ready to roll again.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Schießbecher 17==&lt;br /&gt;
The ''Karabingranate'' 1917 rifle grenades are fired from the Mauser ''Schießbecher für Gewehrgranate 17'', the German counterpart of the 1916 French Vivien-Bessière Tromblon (see below).&lt;br /&gt;
[[File:BeyondTheWire-Schießbecher1.jpg|thumb|none|600px|In another screenshot from the Steam Store, a German grenadier mounts his Karabingranate to his rifle...]]&lt;br /&gt;
[[File:BTWM1917Grenade.jpg|thumb|none|600px|As we do so now.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIdle.jpg|thumb|none|600px|The continuity wasn't intentional, but here we are. Cup on a stick.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIrons.jpg|thumb|none|600px|The &amp;quot;irons&amp;quot; of the Karabingranate. IE, your thumb.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload1.jpg|thumb|none|600px|And the reload, stuff a new grenade into the cup.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload2.jpg|thumb|none|600px|Before running the bolt. Note the LIVE bullet going into the chamber. While Post Scriptum and other games tend to show the loading of blanks into rifles running grenade launchers, Beyond The Wire doesn't. Suffice to say, don't do what you're seeing in front of you kids.]]&lt;br /&gt;
&lt;br /&gt;
==Vivien-Bessière Tromblon==&lt;br /&gt;
The Lebel rifles and the M1917's can be fitted with [[Viven-Bessières Rifle Grenade Launcher]]'s for their factions respective Grenadier class.]]&lt;br /&gt;
[[File:Lebel VB Memorial de Verdun.jpg|thumb|none|400px|[[Lebel Mle 1886]] rifle with Tromblon VB.]]&lt;br /&gt;
[[File:BTWVB.jpg|thumb|none|600px|First we affix the cup to the fancy stick.]]&lt;br /&gt;
[[File:BTWVBIrons.jpg|thumb|none|600px|Then we look out at what we want to blow up. The difference between &amp;quot;not aiming&amp;quot; and &amp;quot;aiming&amp;quot; boils down to not glaring at your soldier's thumb intensely.]]&lt;br /&gt;
[[file:BTWVBReload.jpg|thumb|none|600px|Before deleting something from existence and stuffing another grenade into the pipe.]]&lt;br /&gt;
[[File:BTWVBM1917.jpg|thumb|none|600px|And before you thought we were done, oh no we got another rifle to make into an explosive stick.]]&lt;br /&gt;
[[File:BTwVBM1917Idle.jpg|thumb|none|600px|The M1917 Enfield.]]&lt;br /&gt;
[[File:BTWVBM1917Irons.jpg|thumb|none|600px|Most of it functions the same as the French counterpart. Using the thumb to aim...]]&lt;br /&gt;
[[File:BTWVBM1917Reload1.jpg|thumb|none|600px|Stuffing a new grenade into the cup...]]&lt;br /&gt;
[[File:BTWVBM1917Reload2.jpg|thumb|none|600px|Making a terrible mistake by bolting a live round behind it. As you do.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==F1 Mle. 1916==&lt;br /&gt;
The [[F1 hand grenade]] appears in-game as the French Empire's grenade of choice.&lt;br /&gt;
[[Image:French F1 Mle 1916 Billant.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTwF1.jpg|thumb|none|600px|A Frenchman stares over No Man's Land with his spicy F1 lemon.]]&lt;br /&gt;
[[File:BTWF1Throw.jpg|thumb|none|600px|Lining up his arc for throwing...]]&lt;br /&gt;
[[File:BTWF1Yeet.jpg|thumb|none|600px|Watching him go...]]&lt;br /&gt;
[[File:BTWF1Kaboom.jpg|thumb|none|600px|And watching it go boom boom.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The classic [[Mills Bomb]] appears as the British Empire's grenade of choice.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|Mills Bomb]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 1 hand grenade==&lt;br /&gt;
The [[Mk 1 hand grenade]] is available for the AEF and Harlem Hellfighters as their grenade of choice.&lt;br /&gt;
[[Image:MkI-Frag.jpg|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1916 Billant fuse.]]&lt;br /&gt;
[[File:BTWMk1.jpg|thumb|none|600px|The rarely seen father to the classic Mk. 2 Pineapple grenade, the Mk. 1 in it's chunky glory.]]&lt;br /&gt;
[[File:BTWMk1Throw.jpg|thumb|none|600px|Works about the same too, even if the soldier here is ignoring which side the pin is on. This is a running theme with a few of the other grenades in the game.]]&lt;br /&gt;
[[File:BTWMk1Yeet.jpg|thumb|none|600px|Still does the same job though.]]&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The [[Model 16 Stielhandgranate]], appears as the &amp;quot;M1916 Stielhandgranate&amp;quot;, comes with an early warhead from a [[Model 15 Stielhandgranate|Model 15]] which was not uncommon during WWI. A ''Geballte Ladung'' will be also available.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|350px|Model 16 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Preparing to raid an enemy trench requires unscrewing the bottom cap on the Model 16 here.]]&lt;br /&gt;
[[File:BTWModel16-2.jpg|thumb|none|600px|Little time consuming but a nice touch. Plus now, primed potato masher!]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Just gotta pull this cord here and...]]&lt;br /&gt;
[[File:BTWModel16YEET.jpg|thumb|none|600px|Throwing it! Note the magical grenade spoon that spawns that the Model 16 doesn't have. Don't question it. Imperial German magic.]]&lt;br /&gt;
&lt;br /&gt;
==Handnebelbombe==&lt;br /&gt;
The Handnebelbombe smoke grenade appears in-game under it's own name, used by the German Empire.&lt;br /&gt;
[[File:Handnebelbombe.jpg|thumb|none|250px|Handnebelbombe.]]&lt;br /&gt;
[[File:BTWNebelsbombe.jpg|thumb|none|600px|And here it is. The Nebelsbombe. A tiny little ball with a wire sticking out of it.]]&lt;br /&gt;
[[File:BTWNebelsbombeThrow.jpg|thumb|none|600px|Twist the wires and...]]&lt;br /&gt;
[[File:BTWNebelsbombeWHEEE.jpg|thumb|none|600px|THROW IT AWAY!]]&lt;br /&gt;
&lt;br /&gt;
==No. 27 Grenade==&lt;br /&gt;
The [[No. 27 Smoke Grenade]] appears in-game as the in-general smoke grenade for the BEF, AEF, Harlem Hellfighters, and the French Empire.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|250px|No. 27 Smoke Grenade]]&lt;br /&gt;
[[File:BTWNo27.jpg|thumb|none|600px|A French soldier holding a tin of be-, I mean a British smoke grenade.]]&lt;br /&gt;
[[File:BTWNo27Throw.jpg|thumb|none|600px|Throwing the can of smoke...]]&lt;br /&gt;
[[File:BTWNo27Away.jpg|thumb|none|600px|Watching it fly away...]]&lt;br /&gt;
[[File:BTWNo27Smoke.jpg|thumb|none|600px|And watching it smoke up the wasteland. Fun fact, it is a WP smoke grenade and you can theoretically burn your enemies with it. Fun facts!]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The [[7.7 cm Feldkanone 96 n. A.|Feldkanone 96]] appears as the German Empire's artillery piece of choice.&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|7.7 cm Feldkanone 96 neuer Art - 77mm]]&lt;br /&gt;
[[File:BTWFeldkanone.jpg|thumb|none|600px|A German soldier finds a gun. A very. Big. Gun.]]&lt;br /&gt;
[[File:BTWFeldkanoneDefault.jpg|thumb|none|600px|The &amp;quot;default&amp;quot; view of the Feldkanone, and most of the in-game direct fire artillery. Precision is a suggestion.]]&lt;br /&gt;
[[File:BTWFeldkanoneIron.jpg|thumb|none|600px|Taking the suggestion into account, taking a peek into the scope reveals a reticle with a thin cross hair flanked by a circle. Not accurate to the real gun, but shared between all of the other artillery pieces.]]&lt;br /&gt;
[[File:BTWFeldkanoneReload1.jpg|thumb|none|600px|Plus you came here for cool 1900's era artillery piece reload animations!]]&lt;br /&gt;
[[File:BTWFeldkanoneReload2.jpg|thumb|none|600px|I hope you did because they put a lot of work into these animations!]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:BeyondTheWire-SiegeHowitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 18 Pounder==&lt;br /&gt;
The Ordnance QF 18 Pounder appears as the standard artillery piece for the British Empire and the other Allied Powers.&lt;br /&gt;
[[Image:British 18 Pounder.jpg|thumb|none|400px|Ordnance QF 18-pounder Field Gun Mk II, Halifax, Nova Scotia]]&lt;br /&gt;
[[File:BTWQF13.jpg|thumb|none|600px|A Tommy gazes upon the regulation allowed Big Gun.]]&lt;br /&gt;
[[File:BTWQF13Stationary.jpg|thumb|none|600px|Getting behind the big gun reveals the same basic look as the earlier Feldkanone. They share the same scope view as well.]]&lt;br /&gt;
[[File:BTWQF13Reload1.jpg|thumb|none|600px|The big difference is the reload.]]&lt;br /&gt;
[[File:BTWQF13Reload2.jpg|thumb|none|600px|Nice detail innit.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:BTWVBM1917Reload2.jpg&amp;diff=1414230</id>
		<title>File:BTWVBM1917Reload2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:BTWVBM1917Reload2.jpg&amp;diff=1414230"/>
		<updated>2021-05-01T15:45:40Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: I have everything excluding the Mills bomb, and I have a gym routine today to maintain so that won't be added just yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have everything excluding the Mills bomb, and I have a gym routine today to maintain so that won't be added just yet&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:BTWVBM1917Reload1.jpg&amp;diff=1414229</id>
		<title>File:BTWVBM1917Reload1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:BTWVBM1917Reload1.jpg&amp;diff=1414229"/>
		<updated>2021-05-01T15:44:48Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:BTWVBM1917Irons.jpg&amp;diff=1414228</id>
		<title>File:BTWVBM1917Irons.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:BTWVBM1917Irons.jpg&amp;diff=1414228"/>
		<updated>2021-05-01T15:43:49Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:BTWVBM1917Idle.jpg&amp;diff=1414227</id>
		<title>File:BTWVBM1917Idle.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:BTWVBM1917Idle.jpg&amp;diff=1414227"/>
		<updated>2021-05-01T15:43:20Z</updated>

		<summary type="html">&lt;p&gt;PaperCake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PaperCake</name></author>
	</entry>
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