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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Teslashark</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Teslashark"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Teslashark"/>
	<updated>2026-05-13T14:22:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:AR-57&amp;diff=1610918</id>
		<title>Talk:AR-57</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:AR-57&amp;diff=1610918"/>
		<updated>2023-09-14T15:52:15Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* The Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Discussion=&lt;br /&gt;
==The Name==&lt;br /&gt;
I know it'd be a bit silly, but by site convention, shouldn't this thing be called the &amp;quot;AR57 AR-57&amp;quot;? The manufacturer's name is &amp;quot;AR57 LLC&amp;quot;, and we generally don't include business-type suffixes, so it'd just be &amp;quot;AR57&amp;quot;. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 01:26, 13 October 2022 (UTC)&lt;br /&gt;
:Like you said, it looks rather silly :P Honestly it's fine the way it currently is; we don't include the manufacturer in ''all'' weapon pages names, after all. For example, we're not using page names like &amp;quot;Springfield Armory M14&amp;quot;, &amp;quot;Saco M60&amp;quot; or &amp;quot;ZiD AEK-971&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:28, 13 October 2022 (UTC)&lt;br /&gt;
:: The producer used to be named 57 Center, for better or worse.--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 15:52, 14 September 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Max_Payne_3&amp;diff=1505918</id>
		<title>Max Payne 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Max_Payne_3&amp;diff=1505918"/>
		<updated>2022-06-18T12:39:41Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Heckler &amp;amp; Koch G3SG/1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Max Payne 3&lt;br /&gt;
|picture = Mp3cover1.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|series= [[Max Payne (disambiguation)|Max Payne]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Max Payne 3''''' is the third game in the ''[[Max Payne]]'' third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story eight years after the events of ''[[Max Payne 2]]'', with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Max Payne 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Max Payne 3'' dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL.&lt;br /&gt;
&lt;br /&gt;
As with previous installments the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion &amp;quot;bullet time&amp;quot; and &amp;quot;shootdodge&amp;quot; abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the &amp;quot;in the zone&amp;quot; mechanic of ''Max Payne 2'' which allowed for showy slow-motion reloads, it retains the &amp;quot;bullet cam&amp;quot; showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, secret &amp;quot;gold&amp;quot; weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] (simply referred to as the &amp;quot;1911&amp;quot;) is a fairly common handgun throughout the game, appearing first in the New York flashback levels. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the [[Taurus PT92]] below.&lt;br /&gt;
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Max skulks around New York with his 1911, note the uncocked hammer.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|Before interrogating another M1911 dropped by a dead goon.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|A pair of 1911's in the weapon menu.]]&lt;br /&gt;
[[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Having collected all the parts, Max takes his single Golden 1911 for a stroll through the UFE station.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Third-generation [[Glock 17#Glock 17 (Converted to Full Auto)|Full-auto Glock 17s]] are available in several levels as the &amp;quot;Auto 9mm&amp;quot;, with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, it only appears visible when looking from below the gun. The Glock comes with Glock 18C-style compensator ports on the top of the slide and a compensated barrel. Unlike the 18C however, there is no fire-select switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds. The Glock 17 has the same damage of that as the [[PT92]] but offers faster rate of fire and magazine size (which when fully upgraded can have up to 42 rounds per magazine). Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. When equipped, the weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector lever.&lt;br /&gt;
[[file:Glock17ext.jpg|thumb|none|350px|Glock 17 converted to full auto with 33 round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-42-00-80.jpg|thumb|none|600px|Max clears the Branco offices with his Glock 17.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-42-20-32.jpg|thumb|none|600px|While doing so from another angle, it allows us to see the 18C compensator ports, different from the 17C.]]&lt;br /&gt;
[[file:MaxPayne3 glock 18c gold viu.jpg|thumb|none|600px|Max waves his golden Glock at the camera, showing us the accesory cuts and the underbarrel rail cut.]]&lt;br /&gt;
[[file:MaxPayne3 Glock 18c 1.jpg|thumb|none|600px|Max menaces a Glock with his golden Uzi, asking it why the rail cut keeps vanishing.]]&lt;br /&gt;
[[file:MaxPayne3 Glock 18c 2.jpg|thumb|none|600px|...before taking a break and looking at it in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 glock gold.jpg|thumb|none|600px|While on a boat in the middle of a hijacking, Max does some room clearing with the pimp Glock.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle==&lt;br /&gt;
The [[Desert Eagle]] makes a return in Max Payne 3 as the DE .50. The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols.&lt;br /&gt;
[[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle MK VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 14-39-08-55.jpg|thumb|none|600px|Max takes his Desert Eagle for a lovely tour of a museum built in the Panama Canal.]]&lt;br /&gt;
[[file:MaxPayne3 Desert Eagle 2.jpg|thumb|none|600px|Before questioning it with his Golden FAL about why it mixes so many of its parts.]]&lt;br /&gt;
[[file:MaxPayne3 desert eagle 1.jpg|thumb|none|600px|The &amp;quot;DE .50&amp;quot; in the in-game weapon wheel.]]&lt;br /&gt;
[[Image:VIIGold.jpg‎|thumb|350px|none|Gold-plated Magnum Research Desert Eagle Mark VII - .44 Magnum]]&lt;br /&gt;
[[file:MaxPayne3 Desert Eagle Gold Viu.jpg|thumb|none|600px|Of all the weapons to have a gold version, this one makes the most sense.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 20==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 20]] is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos's weapon of choice during the first half of the first New Jersey flashback. Called the &amp;quot;Revolver .38&amp;quot;, it offers higher stopping power than the [[PT92]] but only holds 6 shells at a time. Interestingly, the cylinder does not rotate during &amp;quot;killcam&amp;quot; moments.&lt;br /&gt;
[[file:Smith&amp;amp;WessonModel20.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 20 - .38/44]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Max uses a borrowed Model 20 on the dance floor, showing off the gun's larger size that helps ID it as the Model 20 over the Model 10.]]&lt;br /&gt;
[[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|If that wasn't enough, it even comes in a gold flavor complete with golden grips.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 1.jpg|thumb|none|600px|Max aims at a Model 20 dropped on the floor, asking it what it knows.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 2.jpg|thumb|none|600px|The Revolver .38 in the in-game weapon wheel, the screencaps are in Polish, don't ask questions.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 3.jpg|thumb|none|600px|Max chases after some gang members with his golden Model 20.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 608==&lt;br /&gt;
The [[Taurus 608]] is a relatively uncommon revolver, but found more commonly than the [[Desert Eagle]]. Referred to as the 608 Bull, it seems to confuse itself with the Raging Bull but the 8 shot cylinder confirms it as the 608. Unlike the .38 revolver, this one uses a speed-loader. When the &amp;quot;killcam&amp;quot; focuses on the .608, the cylinder can be seen rotating.&lt;br /&gt;
[[file:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5&amp;quot; barrel and a matte finish- .357 Magnum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Max does some sneaky business with a very much not sneaky Taurus 608.]]&lt;br /&gt;
[[file:MaxPayne3 taurus model 608 viu.jpg|thumb|none|600px|Past Max flexes his treasure hunting muscles with a Golden 608.]]&lt;br /&gt;
[[file:MaxPayne3 Taurus Model 608 1.jpg|thumb|none|600px|Glowering at garbage, not including a dropped Taurus.]]&lt;br /&gt;
[[file:MaxPayne3 Taurus Model 608 2.jpg|thumb|none|600px|The 608 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 taurus gold.jpg|thumb|none|600px|Max ducks for cover with his shiny revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AF==&lt;br /&gt;
Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92AF]], where it appears under the correct moniker of &amp;quot;PT92.&amp;quot; The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. The weapon can be found with a light, although it's tacked onto the frame due to the lack of a rail. The light - similarly to ''[[Battlefield 3]]'' - can blind enemies when aimed at them. The PT92 is a more common pistol in the game, second to the [[Glock 17]] for highest handgun magazine capacity and it can be seen in several variations through the single player, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. After Max discards the suppressor, the tape remains wrapped around the gun. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15.&lt;br /&gt;
[[file:PT92AFRail.jpg|thumb|none|350px|Blued Taurus PT92AF - 9x19mm Parabellum. The version in the game does not have a rail.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Max takes his 92's Brazilian cousin for a spin at the Branco HQ.]]&lt;br /&gt;
[[File:Beretta 92FS Gold.jpg|thumb|350px|none|For comparision: Gold plated Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[file:MaxPayne3 pt92 gold viu.jpg|thumb|none|600px|Sneaking around, Max flashes off his shiny Golden Taurus.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 18-56-30-08.jpg|thumb|none|600px|Having remembered he's trying to be stealthy, he switches back to his suppressed Taurus, fitted with a weaponlight.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 silenced lighter gold viu.jpg|thumb|none|600px|Going for the best of both worlds, there is also a golden suppressed version.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 14-58-15-41.jpg|thumb|none|600px|Before ending with the improvised suppressed version.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 improwizowany tlumik.jpg|thumb|none|600px|And yes it comes in gold too.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 1.jpg|thumb|none|600px|Max glances down at a discarded PT92 and gets an idea.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 2.jpg|thumb|none|600px|The pair of PT92's in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 3.jpg|thumb|none|600px|Max takes a pair of golden PT92's while chasing after Rodrigo Branco's kidnappers.]]&lt;br /&gt;
[[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|Out in the Amazon on a rescue mission, Max brings his glittery stealth Taurus.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/40==&lt;br /&gt;
The [[MP5#Heckler_.26_Koch_MP5.2F10_and_MP5.2F40|Heckler &amp;amp; Koch MP5/40]] appears as the &amp;quot;MPK&amp;quot; in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the ''front'' of the magazine well. &lt;br /&gt;
[[File:MP540.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Max takes a purloined MP5 for a spin at the abandoned hotel, you can just barely see the magazine release in front of the mag.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Back in the past, Max takes his golden MP5 on a trip around NJ's criminal underbelly.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope viu.jpg|thumb|none|600px|Over in Panama, Max checks out a MP5 with a red dot sight, attachments like this appear randomly with enemies, with certain stat benefits like increased accuracy in the case of the sight.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope gold viu.jpg|thumb|none|600px|To round the group off, the gold plated MP5 complete with a gold red dot sight.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 1.jpg|thumb|none|600px|Max menaces a dropped MP5 with his Taurus.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 2.jpg|thumb|none|600px|The MP5 in the in-game menu, note the 20 round capacity which is inaccurate. The gold version is the only one to get the capacity correct.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 3.jpg|thumb|none|600px|Having been shot in the shoulder and menaced by angry paramilitaries, Max takes his MP5 for a very angry spin.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope 1.jpg|thumb|none|600px|Max interrogates a scoped MP5 with his gold Taurus.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini/Micro UZI==&lt;br /&gt;
A strange [[IMI Uzi]] hybrid is available throughout the game starting from the second chapter as the &amp;quot;Micro 9mm&amp;quot;. It appears to be a [[IMI Mini Uzi|Mini Uzi]] with the folding stock removed and the whole thing shrunk to the [[IMI Micro Uzi|Micro Uzi]] size. &lt;br /&gt;
[[file:MicroUziPistolStock.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max takes his adorable tiny Mini Uzi for a trip to the club.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|And yes, it does come in a gaudy gold version as seen here.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 1.jpg|thumb|none|600px|Max ignores his own monologue by looking down at a spilled martini and Uzi.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 2.jpg|thumb|none|600px|The Uzi in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 4.jpg|thumb|none|600px|Having forsaken stealth, Max opts for the most unstealthy gun possible.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] appears as the &amp;quot;M10&amp;quot;, commonly used by mob hitmen in the New York/New Jersey flashbacks.&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 gold viu.jpg|thumb|none|600px|Later on, he finds the shiny gold version.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 1.jpg|thumb|none|600px|Max aims down at a MAC-10 with his shiny M1911's.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 3.jpg|thumb|none|600px|Max checks the weapon wheel while dodging DeMarco snipers.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 2.jpg|thumb|none|600px|Before combo'ing his golden MAC-10 with a M1911. This feature applies to all one handed weapons, including revolvers and sawn off shotguns.]]&lt;br /&gt;
[[File:MP3MAC10.jpg|thumb|none|600px|A DeMarco hitman fires his MAC-10 in a cutscene.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus M972==&lt;br /&gt;
The [[Beretta_M12#Taurus_M972|Taurus M972]] is featured as the &amp;quot;M972&amp;quot;.  The folding stock and foregrip have been removed from the in-game weapon, to facilitate storage in Max's shoulder holsters. It's found relatively uncommon through the game, first in the favela levels. &lt;br /&gt;
[[File:Taurus M972.jpg|thumb|none|450px|Taurus M972 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Max walks through the favela with his shortie M972.]]&lt;br /&gt;
[[file:MaxPayne3 taurus m972 gold viu.jpg|thumb|none|600px|Not to be outdone, past Max wields its gold plated cousin.]]&lt;br /&gt;
[[file:MaxPayne3 m972 1.jpg|thumb|none|600px|Max looks down on a dropped M972 while holding his newly found G36.]]&lt;br /&gt;
[[file:MaxPayne3 m972 2.jpg|thumb|none|600px|The M972 in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 m972 3.jpg|thumb|none|600px|Max ducks for cover, revealing that the gun is sadly rendered as closed bolt.]]&lt;br /&gt;
[[file:MaxPayne3 m972 4.jpg|thumb|none|600px|A Taurus on a table with some booze and an ashtray.]]&lt;br /&gt;
[[file:MaxPayne3 m972 5.jpg|thumb|none|600px|Outrunning both local favela gangs as well as the UFE, Max opts for his shiny Taurus as his defensive weapon..]]&lt;br /&gt;
&lt;br /&gt;
==Taurus MT-40==&lt;br /&gt;
The [[Taurus MT-40]], a .40 caliber version of the Chilean [[SIG_SG_540#FAMAE_SAF|FAMAE SAF]] built under license in Brazil appears as the &amp;quot;SAF .40&amp;quot; fitted with an MP5K PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE paramilitary group.&lt;br /&gt;
[[file:Taurus MT-40.jpg|thumb|none|450px|Taurus MT-40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-49-28-71.jpg|thumb|none|600px|Max brings the fight to the UFE with a borrowed MT-40.]]&lt;br /&gt;
[[file:MaxPayne3 saf gold viu.jpg|thumb|none|600px|Having forsaken all less pimpy armament, Max opts for a shiny gold MT-40.]]&lt;br /&gt;
[[file:MaxPayne3 saf 1.jpg|thumb|none|600px|While sweeping through the station, Max finds a MT left behind on a table.]]&lt;br /&gt;
[[file:MaxPayne3 saf 2.jpg|thumb|none|600px|The MT-40 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 saf 3.jpg|thumb|none|600px|Max takes cover with his pimp MT-40.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
A [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] is available throughout the game as the &amp;quot;M4 Super 90&amp;quot;. It is shown with a 4-shot tube magazine, even for the &amp;quot;gold&amp;quot; version which has a capacity of 7 rounds.&lt;br /&gt;
[[file:Benelli_m4_2.jpg‎|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Max sweeps the stadium with his M4 Super 90.]]&lt;br /&gt;
[[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Future Max sweeps the police station instead, with the golden Super 90..]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 1.jpg|thumb|none|600px|Max threatens a former paramilitary Super 90 with his golden PT92.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 2.jpg|thumb|none|600px|The Benelli M4 Super 90 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 3.jpg|thumb|none|600px|Nax ducking for cover with the M4 Super 90 in its normal version...]]&lt;br /&gt;
[[file:MaxPayne3 m4 super 90 gold.jpg|thumb|none|600px|...and the gold version]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi_SPAS-15|Franchi SPAS-15]] appears in the game as a high-level shotgun, first used by a mob hitman in the New York cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|450px|none|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Max plays around with the formerly mafia SPAS-15.]]&lt;br /&gt;
[[file:MaxPayne3 spas-25 gold viu.jpg|thumb|none|600px|Down in Panama, Max does some boat clearing with the gold SPAS-15.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 1.jpg|thumb|none|600px|Max finds the goon's SPAS-15 on the floor next to him.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 2.jpg|thumb|none|600px|The SPAS-15 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 3.jpg|thumb|none|600px|Max ducks from DeMarco gunfire with the gold SPAS-15.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Folding Stock==&lt;br /&gt;
The [[Remington 870 Folding Stock]] appears in the game as the &amp;quot;M500&amp;quot; (apparently confusing it with the [[Mossberg 500]]) and holds 6 rounds. It is seen with wooden furniture, ghost ring sights,a heat shield, and an extended magazine tube. Seen mostly by the lower gang echelon enemies in the game, this shotgun provides the fastest fire rate of all the shotguns, while sacrificing its accuracy at even mid range distances.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg‎|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - stock extended - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-19-44-76.jpg|thumb|none|600px|Max wields a former gang member's &amp;quot;M500&amp;quot;. Note the Remington receiver and trigger pack. The gun is filled with modeling errors, such as the folding stock being connected to the receiver instead of the pistol grip, and the heat shield being devoid of any actual holes.]]&lt;br /&gt;
[[file:MaxPayne3 m500 1.jpg|thumb|none|600px|Oddly, the folding stock is modeled correctly on the weapon wheel image.]]&lt;br /&gt;
[[file:MaxPayne3 M500 2.jpg|thumb|none|600px|But appears a lot higher on the in-game model.]]&lt;br /&gt;
[[file:MaxPayne3 590 gold viu.jpg|thumb|none|600px|Max wields the Golden Remington, really revealing the hole-less heat shield.]]&lt;br /&gt;
[[file:MaxPayne3 M500 3.jpg|thumb|none|600px|Not letting that stop him from attacking angry gang members, he takes cover with his shiny boomstick.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3 Coyote==&lt;br /&gt;
A [[Winchester Super X3|Winchester Super X3 Coyote]] appears in game relatively uncommonly as the &amp;quot;[[Benelli|Super Sport]]&amp;quot;. It's only used by the Paramilitary group in the abandoned hotel.&lt;br /&gt;
[[file:X3 Coyote.jpeg|thumb|450px|none|Winchester Super X3 Coyote - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Max sweeps the hotel with his X3.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Not to be outdone, he later finds the gold plated version.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 1.jpg|thumb|none|600px|Max interrogates a X3 with his Golden FAL about where the paramilitary is hiding people.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 2.jpg|thumb|none|600px|The &amp;quot;Super Sport&amp;quot; in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 3.jpg|thumb|none|600px|Max ducks behind cover with his shiny duck hunting gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed off side by side shotgun==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed off side by side shotgun]] appears a few times, referred to as simply the &amp;quot;Sawn-Off&amp;quot; and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the Favela.&lt;br /&gt;
[[Image:FuryRoadSarasqueta.jpg|thumb|none|450px|Screen-used Victor Sarasqueta sawed-off shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Max rips up the bar with his sawn off shotgun.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|And yes, there is a golden version of it.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off 1.jpg|thumb|none|600px|Staring down at a discarded sawn off.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off 2.jpg|thumb|none|600px|Max ducks for cover with his boomstick.]]&lt;br /&gt;
&lt;br /&gt;
==Hammerhead==&lt;br /&gt;
The Hammerhead Shotgun was added in the Disorderly Conduct DLC and it's only available on multiplayer. It appear to be a rather odd hybrid of the [[Jackhammer]] and the [[Daewoo USAS-12]] &lt;br /&gt;
[[File:MP3 Disorderly Conduct.jpg|thumb|none|400px|The &amp;quot;G9 Grenade Launcher&amp;quot; and &amp;quot;Hammerhead&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47#AK-47|AK-47]] is available all throughout Brazil, commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The AK-47 is first found in the burnt out apartment building next to Max's apartment in the New York flash back levels. The AK-47 is also a starting weapon in the multiplayer mode. A modelling error means that it has the stamped receiver and straighter stock of an AKM, but the gas tube holes and lack of strengthening ribs like an AK-47.&lt;br /&gt;
[[file:TypeIII AK47.jpg|thumb|none|450px|Izhmash AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 viu.jpg|thumb|none|600px|Max takes his borrowed AK for a whirl, revealing the stamped receiver and straight AK stock.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 gold viu.jpg|thumb|none|600px|Back in the present, sneaky Max uses a gold version to kill angry gang members. Note the lack of strengthening ribs on the receiver cover, confirming it's still a normal AK-47.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 1.jpg|thumb|none|600px|Past Max gazes on a discarded AK on the floor.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 2.jpg|thumb|none|600px|The AK in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 3.jpg|thumb|none|600px|Max hides from enemy gun fighter with an AK-47.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as &amp;quot;FAL&amp;quot; and it is commonly used by Brazilian gangsters, paramilitary units and police; given the location it is probably supposed to be the IMBEL-manufactured M964 version, though this is just a standard FAL. Though it shares ammo with the 5.56mm weapons, it has a standard 7.62 FAL magazine. This does not change on the gold version, despite the capacity increasing to 30 rounds. It is worth noting that it is partially based on the [[L1A1]], namely the two vent hole handguard and a shortened version of the L1A1 flash hider.&lt;br /&gt;
[[file:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:L1A1-SLR.jpg‎|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO. This is the later, typical version of the L1A1 which used black fiberglass furniture.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|Max aims a borrowed FAL, note the L1A1 handguard and flash hider.]]&lt;br /&gt;
[[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Panama Max aims the gold version, revealing the lack of a larger magazine release of the L1A1.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-14-54-31.jpg|thumb|none|600px|Back to the jungle, Max aims a FAL fitted with a teeny tiny red dot sight.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope gold viu.jpg|thumb|none|600px|Before finding one with a fancy gold finish.]]&lt;br /&gt;
[[file:MaxPayne3 fal 2.jpg|thumb|none|600px|The FAL in the weapon wheel, here with the correct M964 muzzle brake.]]&lt;br /&gt;
[[file:MaxPayne3 fal 3.jpg|thumb|none|600px|Max skulks around with the FAL first without a scope.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope 1.jpg|thumb|none|600px|Then with a scope.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope 2.jpg|thumb|none|600px|Then using a scoped one to look at a non-scoped FAL.]]&lt;br /&gt;
[[file:MaxPayne3 fal gold.jpg|thumb|none|600px|Before hiding in cover with the golden FAL.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The UFE paramilitary unit use the [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36|Heckler &amp;amp; Koch G36V]] which is called the &amp;quot;G6 Commando&amp;quot; in-game. The dual rows of gas vents (which should actually be a single row of serpentine vents) and low scope mount seem to indicate it is supposed to be an [[FX-05 Xiuhcoatl]], but the ejection port placement indicates that it's juat a G36. It is also fitted with a custom stock that appears to be a combination of the standard G36 skeletal stock and a standard solid stock. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C. &lt;br /&gt;
[[file:G36.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36V with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[file:FX-05 Xiuhcoatl.jpg|thumb|none|350px|FX-05 Xiuhcoatl for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Max takes a former UFE G36 for a spin in the favela, note the selector switch is set to semi-auto.]]&lt;br /&gt;
[[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Later on in the UFE station, Max finds a golden one fitted with a Beta C mag and a laser sight.]]&lt;br /&gt;
[[file:MaxPayne3 FX-05 1.jpg|thumb|none|600px|The G36V on the ground, the layer of vent holes seem to resemble the handguards for G36's mounting the AG36 grenade launcher.]]&lt;br /&gt;
[[file:MaxPayne3 g6 1.jpg|thumb|none|600px|Max has a lie down after a very hectic firefight with the UFE and uses this time to check the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 FX-05 3.jpg|thumb|none|600px|With hordes of angry UFE members hot on his heels, Max runs with his G36V.]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL MD-97 LC==&lt;br /&gt;
The [[IMBEL MD-97|IMBEL MD-97 LC]] is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly designated as the &amp;quot;MD-97L&amp;quot;, which is the designation for the full-length rifle, not the carbine.&lt;br /&gt;
[[File:Imbel MD97LC.jpg|thumb|none|450px|Imbel MD 97 LC - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-50-21-56.jpg|thumb|none|600px|Max takes a former paramilitary MD-97 for a spin at the Branco HQ.]]&lt;br /&gt;
[[file:MaxPayne3 md viu.jpg|thumb|none|600px|Not to be outdone, he later takes the gold one for a test drive at the UFE HQ.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 1.jpg|thumb|none|600px|Having wiped a few angry goons out, Max checks out one of their MD-97's.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 2.jpg|thumb|none|600px|The MD-97 LC in the weapon wheel, showcasing it's incorrect name.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 3.jpg|thumb|none|600px|Max takes cover first with the normal MD.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 4.jpg|thumb|none|600px|And later with the shiny gold MD.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] with an unlockable red dot sight is added in the Painful Memories DLC pack. It is incorrectly depicted as firing in 3-round bursts.&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Mp3arm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] with an unlockable red dot sight and suppressor is added in the Painful Memories DLC pack. Notably it was the base for the &amp;quot;advanced rifle&amp;quot; in [[Grand Theft Auto 5]]'s trailer.&lt;br /&gt;
[[Image:TAR-21 Flat Top.jpg|thumb|none|450px|IWI Tavor TAR-21 (civilian version) with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight - .223 Remington]]&lt;br /&gt;
[[File:Mp3tav.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-30==&lt;br /&gt;
The [[Ruger_Mini-14#Ruger_Mini_Thirty|Ruger Mini Thirty]] makes its video-game debut as simply the &amp;quot;Mini-30&amp;quot;, and is seen with a Butler Creek folding stock.  It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Though partway though the helicopter sequence, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter.&lt;br /&gt;
[[File:RugerMini30NewSS.jpg|thumb|none|450px|Stainless Ruger Mini Thirty new production model semiautomatic rifle with flush factory five round magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|350px|none|For comparison: Custom Ruger Mini-14 with aftermarket folding stock, sniper scope and muzzle brake - .223 Remington]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-20-23-29.jpg|thumb|none|600px|Max holds a Mini Thirty with a laser sight as he provides cover from a helicopter in the second chapter.]]&lt;br /&gt;
[[file:Mp3 ruger mini 30.jpg|thumb|none|600px|Max aims a former gang member's Mini Thirty while doing a room sweep.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 21-21-02-56.jpg|thumb|none|600px|Out in the jungle, Max aims a Mini Thirty with a red dot sight.]]&lt;br /&gt;
[[file:MaxPayne3 ruger mini 1.jpg|thumb|none|600px|Chasing after his employer's kidnappers, Max checks out a dropped Mini Thirty.]]&lt;br /&gt;
[[file:MaxPayne3 ruger mini 2.jpg|thumb|none|600px|The Mini Thirty in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 scoped.jpg|thumb|none|600px|Max checks out a red dot Mini Thirty on the ground.]]&lt;br /&gt;
[[file:MaxPayne3_mini_30_gold_viu.jpg|thumb|none|600px|The golden Mini Thirty with an extended banana mag.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 scope gold viu.jpg|thumb|none|600px|And yes, it does come with the scope as well.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 gold .jpg|thumb|none|600px|Max hides in cover with his banana gun.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
An [[Colt Model 933]] assault rifle with optional red dot sight was added in the multiplayer DLC pack ''Local Justice''. Notably, it has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.&lt;br /&gt;
[[Image:ColtM4commando.jpg|thumb|none|401px|Colt Model 933 with bayonet lug deleted - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MP3_M4.jpg|thumb|none|600px|A San Paolo Police Officer fires his flat-topped &amp;quot;M4&amp;quot; in multiplayer.]]&lt;br /&gt;
[[file:Mp3m42.jpg|thumb|none|600px|A multiplayer character walks with his flat top 933.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
Snipers use [[Barrett M107]] anti-materiel rifles to ambush a deal in the soccer stadium in Chapter 3, while the rifle only being usable in Chapter 12. It is incorrectly referred to in-game as the &amp;quot;M82A1&amp;quot;. Max takes a round to the shoulder from one, but thanks to the magic of video games, Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself. In keeping with Max's surprisingly quick recovery, the M107 in-game is ''severely'' underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing kevlar vests.&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Max finally takes a M107 for a spin.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 gold viu.jpg|thumb|none|600px|If that wasn't enough, it has a gold version.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 1.jpg|thumb|none|600px|Max stares down at a discarded M107.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 2.jpg|thumb|none|600px|The Barrett M107 in the in-game menu.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 3.jpg|thumb|none|600px|Max tries to hide his very large golden Barrett behind cover.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3SG/1==&lt;br /&gt;
A scoped [[Heckler_%26_Koch_G3#Heckler_.26_Koch_G3SG.2F1|Heckler &amp;amp; Koch G3SG/1]] appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 and only acquirable if you incapacitate them, making them drop the rifle.&lt;br /&gt;
[[file:H&amp;amp;KSG1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO. The in-game rifle has no cheek rest.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Max aims the G3SG/1, the rifle seems to be missing both the cheek rest as well as the rear sight diopter.]]&lt;br /&gt;
[[file:MaxPayne3 g3 gold viu.jpg|thumb|none|600px|The golden G3SG/1 in all it's weirdly shiny glory.]]&lt;br /&gt;
[[file:MaxPayne3 g3 1.jpg|thumb|none|600px|Max checks a dropped G3SG/1 with his pimp Uzi.]]&lt;br /&gt;
[[file:MaxPayne3 g3 2.jpg|thumb|none|600px|The in-game weapon wheel for the G3SG/1.]]&lt;br /&gt;
[[file:MaxPayne3 g3 3.jpg|thumb|none|600px|Max does some room clearing through a kill course with the SG/1.]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The 7.62mm sniper-rifle-configured version of Brazil's new service rifle, the [[IMBEL IA2]], was added in the Hostage Negotiation DLC pack, with an unlockable scope. &lt;br /&gt;
[[File:IMBEL IA2 762.jpg|thumb|none|450px|IMBEL IA2 7.62mm Prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Imbelia2.jpg|thumb|none|350px|Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm NATO. This image was made by the Small Arms Illustrated project.]]&lt;br /&gt;
[[file:Mp3ia.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 SWS]] was added in the Hostage Negotiation DLC pack, with an unlockable suppressor.&lt;br /&gt;
[[file:M24A2.jpg|thumb|none|450px|M24 SWS - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mp3m24.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With both machine guns, the reload animations show Max mounting a new drum/belt box and pulling the charging handle, but do ''not'' have a stage showing him mounting the new belt, which is simply shown in the mounted position on the drum/belt box model itself as it is inserted.&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21]] with the bipod is seen several times as the &amp;quot;LMG .30&amp;quot;. First in the speedboat chase, it appears with a belt box and infinite ammo, while later levels have it with an RPD-style 100-round drum and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, holding it by the stock and somehow firing it.&lt;br /&gt;
[[file:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Max grabs the HK21 from a crashed paramilitary jeep.]]&lt;br /&gt;
[[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Later he brings the pain to the UFE with the gold version.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-24-19-59.jpg|thumb|none|600px|Earlier on the boat, Max uses the belt box model. The box has no real feed mechanism so how it feeds all the ammo through the standard mag feed is a mystery.]]&lt;br /&gt;
[[file:MaxPayne3 hk21 gold viu.jpg|thumb|none|600px|And no this isn't exempt from the golden gun rule.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 1.jpg|thumb|none|600px|Max glances down at a dropped HK 21 from an enemy heavy.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 2.jpg|thumb|none|600px|The HK21 in the in-game weapon wheel, sadly it can't ever be refilled with more ammo.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 3.jpg|thumb|none|600px|Max hides behind cover with his 20 pounds of gold plated German engineering.]]&lt;br /&gt;
[[file:MaxPayne3 HK21E 1.jpg|thumb|none|600px|Back on the river, Max uses his shiny 21 to rip apart a bunch of speed boats.]]&lt;br /&gt;
[[file:MaxPayne3 HK21E 2.jpg|thumb|none|600px|Before wincing from the boat's blown up engine.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD|RPD]] with the bipod removed appears in the game starting in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the &amp;quot;gold&amp;quot; version has the correct capacity.&lt;br /&gt;
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|Max prepares to sweep the room with his RPD.]]&lt;br /&gt;
[[file:MaxPayne3 rpd gold viu.jpg|thumb|none|600px|Before opting for the one covered in gold.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 1.jpg|thumb|none|600px|Max aims his tactically bottle suppressed Taurus at a discarded RPD.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 2.jpg|thumb|none|600px|The RPD in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 3.jpg|thumb|none|600px|Max hides behind a wall with his RPD, dodging angry paramilitary gunfire.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==DefTech 37mm Launcher==&lt;br /&gt;
The [[DefTech 37mm Launcher]] appears as the &amp;quot;Rotary Grenade Launcher&amp;quot; with a 6-round cylinder, available in a few levels and inaccurately shooting explosive projectiles. It is most prominently given to Max in the final chase sequence with 100 rounds of ammunition. As with the grenades shown in the game, rounds from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. &lt;br /&gt;
[[file:Federallabs37.jpg|thumb|none|450px|DefTech 37mm Launcher - 37mm]]&lt;br /&gt;
[[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|Max aims his grenade launcher in the hotel, realizing this might not be a good idea for close quarters.]]&lt;br /&gt;
[[file:MaxPayne3 gl gold viu.jpg|thumb|none|600px|Past Max waltzes around a New Jersey grave yard with his golden bloop machine.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 1.jpg|thumb|none|600px|Max gazes on a dropped grenade launcher.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 2.jpg|thumb|none|600px|The grenade launcher in the in-game weapon menu.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 3.jpg|thumb|none|600px|Hiding from roving mobsters with the Deftech.]]&lt;br /&gt;
&lt;br /&gt;
==G9 Grenade Launcher==&lt;br /&gt;
The G9 Grenade Launcher was added in the Disorderly Conduct DLC along side the Hammerhead Shotgun. It appears to be a combination of the [[HK69A1]] and the standalone [[M203]].&lt;br /&gt;
[[File:MP3 Disorderly Conduct.jpg|thumb|none|400px|The &amp;quot;G9 Grenade Launcher&amp;quot; and &amp;quot;Hammerhead&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M72A2 LAW==&lt;br /&gt;
The [[M72 LAW|M72A2 LAW]] appears as the LAW and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one is accidentally holding an invisible RPG foregrip.&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:MaxPayne3 lav viu.jpg|thumb|none|600px|Max grabs a LAW as he prepares to delete the truck.]]&lt;br /&gt;
[[file:MaxPayne3 lav gold viu.jpg|thumb|none|600px|No one is safe from the golden guns, not even a rocket launcher.]]&lt;br /&gt;
[[file:MaxPayne3 lav 1.jpg|thumb|none|600px|Max aims down on the discarded LAW.]]&lt;br /&gt;
[[file:MaxPayne3 lav 2.jpg|thumb|none|600px|The LAW in the in-game weapon wheel, you can keep it after this set piece but you don't get more ammo for it.]]&lt;br /&gt;
[[file:MaxPayne3 lav 3.jpg|thumb|none|600px|Having removed the truck from existence, Max dramatically poses behind cover with the spent LAW tube.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears simply as the &amp;quot;RPG&amp;quot;. The weapon is used by enemies in singleplayer, but can never be picked up. For some reason, golden [[RPG-7]] parts can be found in Chapter 12, serving absolutely no practical purpose whatsoever.&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-46-11-84.jpg|thumb|none|600px|A paramilitary goon sights up Max's helicopter with his own RPG-7.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-46-17-88.jpg|thumb|none|600px|Before his commander tells him to let him go.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==UFE Arsenal==&lt;br /&gt;
In several points in the game, the player comes across several cabinets and lockers of unusable firearms, mostly using the same models from the game.&lt;br /&gt;
[[file:MaxPayne3 arsenal 1.jpg|thumb|none|600px|Max threatens an arms locker to give him his toys, including a normal G36K model, an AK-101 lookalike and a FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 2.jpg|thumb|none|600px|Higher up is another FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 3.jpg|thumb|none|600px|A bunch of very low poly MP5's.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 4.jpg|thumb|none|600px|Another G36 and FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 5.jpg|thumb|none|600px|A rack of normal wood stocked Mini-14's.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 6.jpg|thumb|none|600px|And normal stocked Mossberg 590's.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
'''Video Games:'''&lt;br /&gt;
* ''[[Max Payne (video game)|Max Payne]]'' - The first game in the series.&lt;br /&gt;
* ''[[Max Payne 2: The Fall of Max Payne]]'' - The first sequel.&lt;br /&gt;
'''Film:'''&lt;br /&gt;
* ''[[Max Payne (2008)|Max Payne]]'' - The film, based loosely on the videogame series.&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Max_Payne_3&amp;diff=1505917</id>
		<title>Max Payne 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Max_Payne_3&amp;diff=1505917"/>
		<updated>2022-06-18T12:35:20Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* IMI Tavor TAR-21 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Max Payne 3&lt;br /&gt;
|picture = Mp3cover1.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|series= [[Max Payne (disambiguation)|Max Payne]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Max Payne 3''''' is the third game in the ''[[Max Payne]]'' third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story eight years after the events of ''[[Max Payne 2]]'', with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Max Payne 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Max Payne 3'' dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL.&lt;br /&gt;
&lt;br /&gt;
As with previous installments the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion &amp;quot;bullet time&amp;quot; and &amp;quot;shootdodge&amp;quot; abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the &amp;quot;in the zone&amp;quot; mechanic of ''Max Payne 2'' which allowed for showy slow-motion reloads, it retains the &amp;quot;bullet cam&amp;quot; showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, secret &amp;quot;gold&amp;quot; weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] (simply referred to as the &amp;quot;1911&amp;quot;) is a fairly common handgun throughout the game, appearing first in the New York flashback levels. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the [[Taurus PT92]] below.&lt;br /&gt;
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Max skulks around New York with his 1911, note the uncocked hammer.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|Before interrogating another M1911 dropped by a dead goon.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|A pair of 1911's in the weapon menu.]]&lt;br /&gt;
[[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Having collected all the parts, Max takes his single Golden 1911 for a stroll through the UFE station.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Third-generation [[Glock 17#Glock 17 (Converted to Full Auto)|Full-auto Glock 17s]] are available in several levels as the &amp;quot;Auto 9mm&amp;quot;, with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, it only appears visible when looking from below the gun. The Glock comes with Glock 18C-style compensator ports on the top of the slide and a compensated barrel. Unlike the 18C however, there is no fire-select switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds. The Glock 17 has the same damage of that as the [[PT92]] but offers faster rate of fire and magazine size (which when fully upgraded can have up to 42 rounds per magazine). Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. When equipped, the weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector lever.&lt;br /&gt;
[[file:Glock17ext.jpg|thumb|none|350px|Glock 17 converted to full auto with 33 round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-42-00-80.jpg|thumb|none|600px|Max clears the Branco offices with his Glock 17.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-42-20-32.jpg|thumb|none|600px|While doing so from another angle, it allows us to see the 18C compensator ports, different from the 17C.]]&lt;br /&gt;
[[file:MaxPayne3 glock 18c gold viu.jpg|thumb|none|600px|Max waves his golden Glock at the camera, showing us the accesory cuts and the underbarrel rail cut.]]&lt;br /&gt;
[[file:MaxPayne3 Glock 18c 1.jpg|thumb|none|600px|Max menaces a Glock with his golden Uzi, asking it why the rail cut keeps vanishing.]]&lt;br /&gt;
[[file:MaxPayne3 Glock 18c 2.jpg|thumb|none|600px|...before taking a break and looking at it in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 glock gold.jpg|thumb|none|600px|While on a boat in the middle of a hijacking, Max does some room clearing with the pimp Glock.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle==&lt;br /&gt;
The [[Desert Eagle]] makes a return in Max Payne 3 as the DE .50. The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols.&lt;br /&gt;
[[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle MK VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 14-39-08-55.jpg|thumb|none|600px|Max takes his Desert Eagle for a lovely tour of a museum built in the Panama Canal.]]&lt;br /&gt;
[[file:MaxPayne3 Desert Eagle 2.jpg|thumb|none|600px|Before questioning it with his Golden FAL about why it mixes so many of its parts.]]&lt;br /&gt;
[[file:MaxPayne3 desert eagle 1.jpg|thumb|none|600px|The &amp;quot;DE .50&amp;quot; in the in-game weapon wheel.]]&lt;br /&gt;
[[Image:VIIGold.jpg‎|thumb|350px|none|Gold-plated Magnum Research Desert Eagle Mark VII - .44 Magnum]]&lt;br /&gt;
[[file:MaxPayne3 Desert Eagle Gold Viu.jpg|thumb|none|600px|Of all the weapons to have a gold version, this one makes the most sense.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 20==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 20]] is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos's weapon of choice during the first half of the first New Jersey flashback. Called the &amp;quot;Revolver .38&amp;quot;, it offers higher stopping power than the [[PT92]] but only holds 6 shells at a time. Interestingly, the cylinder does not rotate during &amp;quot;killcam&amp;quot; moments.&lt;br /&gt;
[[file:Smith&amp;amp;WessonModel20.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 20 - .38/44]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Max uses a borrowed Model 20 on the dance floor, showing off the gun's larger size that helps ID it as the Model 20 over the Model 10.]]&lt;br /&gt;
[[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|If that wasn't enough, it even comes in a gold flavor complete with golden grips.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 1.jpg|thumb|none|600px|Max aims at a Model 20 dropped on the floor, asking it what it knows.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 2.jpg|thumb|none|600px|The Revolver .38 in the in-game weapon wheel, the screencaps are in Polish, don't ask questions.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 3.jpg|thumb|none|600px|Max chases after some gang members with his golden Model 20.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 608==&lt;br /&gt;
The [[Taurus 608]] is a relatively uncommon revolver, but found more commonly than the [[Desert Eagle]]. Referred to as the 608 Bull, it seems to confuse itself with the Raging Bull but the 8 shot cylinder confirms it as the 608. Unlike the .38 revolver, this one uses a speed-loader. When the &amp;quot;killcam&amp;quot; focuses on the .608, the cylinder can be seen rotating.&lt;br /&gt;
[[file:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5&amp;quot; barrel and a matte finish- .357 Magnum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Max does some sneaky business with a very much not sneaky Taurus 608.]]&lt;br /&gt;
[[file:MaxPayne3 taurus model 608 viu.jpg|thumb|none|600px|Past Max flexes his treasure hunting muscles with a Golden 608.]]&lt;br /&gt;
[[file:MaxPayne3 Taurus Model 608 1.jpg|thumb|none|600px|Glowering at garbage, not including a dropped Taurus.]]&lt;br /&gt;
[[file:MaxPayne3 Taurus Model 608 2.jpg|thumb|none|600px|The 608 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 taurus gold.jpg|thumb|none|600px|Max ducks for cover with his shiny revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AF==&lt;br /&gt;
Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92AF]], where it appears under the correct moniker of &amp;quot;PT92.&amp;quot; The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. The weapon can be found with a light, although it's tacked onto the frame due to the lack of a rail. The light - similarly to ''[[Battlefield 3]]'' - can blind enemies when aimed at them. The PT92 is a more common pistol in the game, second to the [[Glock 17]] for highest handgun magazine capacity and it can be seen in several variations through the single player, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. After Max discards the suppressor, the tape remains wrapped around the gun. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15.&lt;br /&gt;
[[file:PT92AFRail.jpg|thumb|none|350px|Blued Taurus PT92AF - 9x19mm Parabellum. The version in the game does not have a rail.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Max takes his 92's Brazilian cousin for a spin at the Branco HQ.]]&lt;br /&gt;
[[File:Beretta 92FS Gold.jpg|thumb|350px|none|For comparision: Gold plated Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[file:MaxPayne3 pt92 gold viu.jpg|thumb|none|600px|Sneaking around, Max flashes off his shiny Golden Taurus.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 18-56-30-08.jpg|thumb|none|600px|Having remembered he's trying to be stealthy, he switches back to his suppressed Taurus, fitted with a weaponlight.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 silenced lighter gold viu.jpg|thumb|none|600px|Going for the best of both worlds, there is also a golden suppressed version.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 14-58-15-41.jpg|thumb|none|600px|Before ending with the improvised suppressed version.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 improwizowany tlumik.jpg|thumb|none|600px|And yes it comes in gold too.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 1.jpg|thumb|none|600px|Max glances down at a discarded PT92 and gets an idea.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 2.jpg|thumb|none|600px|The pair of PT92's in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 3.jpg|thumb|none|600px|Max takes a pair of golden PT92's while chasing after Rodrigo Branco's kidnappers.]]&lt;br /&gt;
[[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|Out in the Amazon on a rescue mission, Max brings his glittery stealth Taurus.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/40==&lt;br /&gt;
The [[MP5#Heckler_.26_Koch_MP5.2F10_and_MP5.2F40|Heckler &amp;amp; Koch MP5/40]] appears as the &amp;quot;MPK&amp;quot; in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the ''front'' of the magazine well. &lt;br /&gt;
[[File:MP540.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Max takes a purloined MP5 for a spin at the abandoned hotel, you can just barely see the magazine release in front of the mag.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Back in the past, Max takes his golden MP5 on a trip around NJ's criminal underbelly.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope viu.jpg|thumb|none|600px|Over in Panama, Max checks out a MP5 with a red dot sight, attachments like this appear randomly with enemies, with certain stat benefits like increased accuracy in the case of the sight.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope gold viu.jpg|thumb|none|600px|To round the group off, the gold plated MP5 complete with a gold red dot sight.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 1.jpg|thumb|none|600px|Max menaces a dropped MP5 with his Taurus.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 2.jpg|thumb|none|600px|The MP5 in the in-game menu, note the 20 round capacity which is inaccurate. The gold version is the only one to get the capacity correct.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 3.jpg|thumb|none|600px|Having been shot in the shoulder and menaced by angry paramilitaries, Max takes his MP5 for a very angry spin.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope 1.jpg|thumb|none|600px|Max interrogates a scoped MP5 with his gold Taurus.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini/Micro UZI==&lt;br /&gt;
A strange [[IMI Uzi]] hybrid is available throughout the game starting from the second chapter as the &amp;quot;Micro 9mm&amp;quot;. It appears to be a [[IMI Mini Uzi|Mini Uzi]] with the folding stock removed and the whole thing shrunk to the [[IMI Micro Uzi|Micro Uzi]] size. &lt;br /&gt;
[[file:MicroUziPistolStock.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max takes his adorable tiny Mini Uzi for a trip to the club.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|And yes, it does come in a gaudy gold version as seen here.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 1.jpg|thumb|none|600px|Max ignores his own monologue by looking down at a spilled martini and Uzi.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 2.jpg|thumb|none|600px|The Uzi in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 4.jpg|thumb|none|600px|Having forsaken stealth, Max opts for the most unstealthy gun possible.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] appears as the &amp;quot;M10&amp;quot;, commonly used by mob hitmen in the New York/New Jersey flashbacks.&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 gold viu.jpg|thumb|none|600px|Later on, he finds the shiny gold version.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 1.jpg|thumb|none|600px|Max aims down at a MAC-10 with his shiny M1911's.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 3.jpg|thumb|none|600px|Max checks the weapon wheel while dodging DeMarco snipers.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 2.jpg|thumb|none|600px|Before combo'ing his golden MAC-10 with a M1911. This feature applies to all one handed weapons, including revolvers and sawn off shotguns.]]&lt;br /&gt;
[[File:MP3MAC10.jpg|thumb|none|600px|A DeMarco hitman fires his MAC-10 in a cutscene.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus M972==&lt;br /&gt;
The [[Beretta_M12#Taurus_M972|Taurus M972]] is featured as the &amp;quot;M972&amp;quot;.  The folding stock and foregrip have been removed from the in-game weapon, to facilitate storage in Max's shoulder holsters. It's found relatively uncommon through the game, first in the favela levels. &lt;br /&gt;
[[File:Taurus M972.jpg|thumb|none|450px|Taurus M972 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Max walks through the favela with his shortie M972.]]&lt;br /&gt;
[[file:MaxPayne3 taurus m972 gold viu.jpg|thumb|none|600px|Not to be outdone, past Max wields its gold plated cousin.]]&lt;br /&gt;
[[file:MaxPayne3 m972 1.jpg|thumb|none|600px|Max looks down on a dropped M972 while holding his newly found G36.]]&lt;br /&gt;
[[file:MaxPayne3 m972 2.jpg|thumb|none|600px|The M972 in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 m972 3.jpg|thumb|none|600px|Max ducks for cover, revealing that the gun is sadly rendered as closed bolt.]]&lt;br /&gt;
[[file:MaxPayne3 m972 4.jpg|thumb|none|600px|A Taurus on a table with some booze and an ashtray.]]&lt;br /&gt;
[[file:MaxPayne3 m972 5.jpg|thumb|none|600px|Outrunning both local favela gangs as well as the UFE, Max opts for his shiny Taurus as his defensive weapon..]]&lt;br /&gt;
&lt;br /&gt;
==Taurus MT-40==&lt;br /&gt;
The [[Taurus MT-40]], a .40 caliber version of the Chilean [[SIG_SG_540#FAMAE_SAF|FAMAE SAF]] built under license in Brazil appears as the &amp;quot;SAF .40&amp;quot; fitted with an MP5K PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE paramilitary group.&lt;br /&gt;
[[file:Taurus MT-40.jpg|thumb|none|450px|Taurus MT-40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-49-28-71.jpg|thumb|none|600px|Max brings the fight to the UFE with a borrowed MT-40.]]&lt;br /&gt;
[[file:MaxPayne3 saf gold viu.jpg|thumb|none|600px|Having forsaken all less pimpy armament, Max opts for a shiny gold MT-40.]]&lt;br /&gt;
[[file:MaxPayne3 saf 1.jpg|thumb|none|600px|While sweeping through the station, Max finds a MT left behind on a table.]]&lt;br /&gt;
[[file:MaxPayne3 saf 2.jpg|thumb|none|600px|The MT-40 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 saf 3.jpg|thumb|none|600px|Max takes cover with his pimp MT-40.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
A [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] is available throughout the game as the &amp;quot;M4 Super 90&amp;quot;. It is shown with a 4-shot tube magazine, even for the &amp;quot;gold&amp;quot; version which has a capacity of 7 rounds.&lt;br /&gt;
[[file:Benelli_m4_2.jpg‎|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Max sweeps the stadium with his M4 Super 90.]]&lt;br /&gt;
[[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Future Max sweeps the police station instead, with the golden Super 90..]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 1.jpg|thumb|none|600px|Max threatens a former paramilitary Super 90 with his golden PT92.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 2.jpg|thumb|none|600px|The Benelli M4 Super 90 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 3.jpg|thumb|none|600px|Nax ducking for cover with the M4 Super 90 in its normal version...]]&lt;br /&gt;
[[file:MaxPayne3 m4 super 90 gold.jpg|thumb|none|600px|...and the gold version]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi_SPAS-15|Franchi SPAS-15]] appears in the game as a high-level shotgun, first used by a mob hitman in the New York cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|450px|none|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Max plays around with the formerly mafia SPAS-15.]]&lt;br /&gt;
[[file:MaxPayne3 spas-25 gold viu.jpg|thumb|none|600px|Down in Panama, Max does some boat clearing with the gold SPAS-15.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 1.jpg|thumb|none|600px|Max finds the goon's SPAS-15 on the floor next to him.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 2.jpg|thumb|none|600px|The SPAS-15 in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 3.jpg|thumb|none|600px|Max ducks from DeMarco gunfire with the gold SPAS-15.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Folding Stock==&lt;br /&gt;
The [[Remington 870 Folding Stock]] appears in the game as the &amp;quot;M500&amp;quot; (apparently confusing it with the [[Mossberg 500]]) and holds 6 rounds. It is seen with wooden furniture, ghost ring sights,a heat shield, and an extended magazine tube. Seen mostly by the lower gang echelon enemies in the game, this shotgun provides the fastest fire rate of all the shotguns, while sacrificing its accuracy at even mid range distances.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg‎|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - stock extended - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-19-44-76.jpg|thumb|none|600px|Max wields a former gang member's &amp;quot;M500&amp;quot;. Note the Remington receiver and trigger pack. The gun is filled with modeling errors, such as the folding stock being connected to the receiver instead of the pistol grip, and the heat shield being devoid of any actual holes.]]&lt;br /&gt;
[[file:MaxPayne3 m500 1.jpg|thumb|none|600px|Oddly, the folding stock is modeled correctly on the weapon wheel image.]]&lt;br /&gt;
[[file:MaxPayne3 M500 2.jpg|thumb|none|600px|But appears a lot higher on the in-game model.]]&lt;br /&gt;
[[file:MaxPayne3 590 gold viu.jpg|thumb|none|600px|Max wields the Golden Remington, really revealing the hole-less heat shield.]]&lt;br /&gt;
[[file:MaxPayne3 M500 3.jpg|thumb|none|600px|Not letting that stop him from attacking angry gang members, he takes cover with his shiny boomstick.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3 Coyote==&lt;br /&gt;
A [[Winchester Super X3|Winchester Super X3 Coyote]] appears in game relatively uncommonly as the &amp;quot;[[Benelli|Super Sport]]&amp;quot;. It's only used by the Paramilitary group in the abandoned hotel.&lt;br /&gt;
[[file:X3 Coyote.jpeg|thumb|450px|none|Winchester Super X3 Coyote - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Max sweeps the hotel with his X3.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Not to be outdone, he later finds the gold plated version.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 1.jpg|thumb|none|600px|Max interrogates a X3 with his Golden FAL about where the paramilitary is hiding people.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 2.jpg|thumb|none|600px|The &amp;quot;Super Sport&amp;quot; in the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 3.jpg|thumb|none|600px|Max ducks behind cover with his shiny duck hunting gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed off side by side shotgun==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed off side by side shotgun]] appears a few times, referred to as simply the &amp;quot;Sawn-Off&amp;quot; and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the Favela.&lt;br /&gt;
[[Image:FuryRoadSarasqueta.jpg|thumb|none|450px|Screen-used Victor Sarasqueta sawed-off shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Max rips up the bar with his sawn off shotgun.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|And yes, there is a golden version of it.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off 1.jpg|thumb|none|600px|Staring down at a discarded sawn off.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off 2.jpg|thumb|none|600px|Max ducks for cover with his boomstick.]]&lt;br /&gt;
&lt;br /&gt;
==Hammerhead==&lt;br /&gt;
The Hammerhead Shotgun was added in the Disorderly Conduct DLC and it's only available on multiplayer. It appear to be a rather odd hybrid of the [[Jackhammer]] and the [[Daewoo USAS-12]] &lt;br /&gt;
[[File:MP3 Disorderly Conduct.jpg|thumb|none|400px|The &amp;quot;G9 Grenade Launcher&amp;quot; and &amp;quot;Hammerhead&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47#AK-47|AK-47]] is available all throughout Brazil, commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The AK-47 is first found in the burnt out apartment building next to Max's apartment in the New York flash back levels. The AK-47 is also a starting weapon in the multiplayer mode. A modelling error means that it has the stamped receiver and straighter stock of an AKM, but the gas tube holes and lack of strengthening ribs like an AK-47.&lt;br /&gt;
[[file:TypeIII AK47.jpg|thumb|none|450px|Izhmash AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 viu.jpg|thumb|none|600px|Max takes his borrowed AK for a whirl, revealing the stamped receiver and straight AK stock.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 gold viu.jpg|thumb|none|600px|Back in the present, sneaky Max uses a gold version to kill angry gang members. Note the lack of strengthening ribs on the receiver cover, confirming it's still a normal AK-47.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 1.jpg|thumb|none|600px|Past Max gazes on a discarded AK on the floor.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 2.jpg|thumb|none|600px|The AK in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 3.jpg|thumb|none|600px|Max hides from enemy gun fighter with an AK-47.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] appears as &amp;quot;FAL&amp;quot; and it is commonly used by Brazilian gangsters, paramilitary units and police; given the location it is probably supposed to be the IMBEL-manufactured M964 version, though this is just a standard FAL. Though it shares ammo with the 5.56mm weapons, it has a standard 7.62 FAL magazine. This does not change on the gold version, despite the capacity increasing to 30 rounds. It is worth noting that it is partially based on the [[L1A1]], namely the two vent hole handguard and a shortened version of the L1A1 flash hider.&lt;br /&gt;
[[file:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:L1A1-SLR.jpg‎|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO. This is the later, typical version of the L1A1 which used black fiberglass furniture.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|Max aims a borrowed FAL, note the L1A1 handguard and flash hider.]]&lt;br /&gt;
[[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Panama Max aims the gold version, revealing the lack of a larger magazine release of the L1A1.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-14-54-31.jpg|thumb|none|600px|Back to the jungle, Max aims a FAL fitted with a teeny tiny red dot sight.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope gold viu.jpg|thumb|none|600px|Before finding one with a fancy gold finish.]]&lt;br /&gt;
[[file:MaxPayne3 fal 2.jpg|thumb|none|600px|The FAL in the weapon wheel, here with the correct M964 muzzle brake.]]&lt;br /&gt;
[[file:MaxPayne3 fal 3.jpg|thumb|none|600px|Max skulks around with the FAL first without a scope.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope 1.jpg|thumb|none|600px|Then with a scope.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope 2.jpg|thumb|none|600px|Then using a scoped one to look at a non-scoped FAL.]]&lt;br /&gt;
[[file:MaxPayne3 fal gold.jpg|thumb|none|600px|Before hiding in cover with the golden FAL.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The UFE paramilitary unit use the [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36|Heckler &amp;amp; Koch G36V]] which is called the &amp;quot;G6 Commando&amp;quot; in-game. The dual rows of gas vents (which should actually be a single row of serpentine vents) and low scope mount seem to indicate it is supposed to be an [[FX-05 Xiuhcoatl]], but the ejection port placement indicates that it's juat a G36. It is also fitted with a custom stock that appears to be a combination of the standard G36 skeletal stock and a standard solid stock. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C. &lt;br /&gt;
[[file:G36.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36V with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[file:FX-05 Xiuhcoatl.jpg|thumb|none|350px|FX-05 Xiuhcoatl for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Max takes a former UFE G36 for a spin in the favela, note the selector switch is set to semi-auto.]]&lt;br /&gt;
[[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Later on in the UFE station, Max finds a golden one fitted with a Beta C mag and a laser sight.]]&lt;br /&gt;
[[file:MaxPayne3 FX-05 1.jpg|thumb|none|600px|The G36V on the ground, the layer of vent holes seem to resemble the handguards for G36's mounting the AG36 grenade launcher.]]&lt;br /&gt;
[[file:MaxPayne3 g6 1.jpg|thumb|none|600px|Max has a lie down after a very hectic firefight with the UFE and uses this time to check the weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 FX-05 3.jpg|thumb|none|600px|With hordes of angry UFE members hot on his heels, Max runs with his G36V.]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL MD-97 LC==&lt;br /&gt;
The [[IMBEL MD-97|IMBEL MD-97 LC]] is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly designated as the &amp;quot;MD-97L&amp;quot;, which is the designation for the full-length rifle, not the carbine.&lt;br /&gt;
[[File:Imbel MD97LC.jpg|thumb|none|450px|Imbel MD 97 LC - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-50-21-56.jpg|thumb|none|600px|Max takes a former paramilitary MD-97 for a spin at the Branco HQ.]]&lt;br /&gt;
[[file:MaxPayne3 md viu.jpg|thumb|none|600px|Not to be outdone, he later takes the gold one for a test drive at the UFE HQ.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 1.jpg|thumb|none|600px|Having wiped a few angry goons out, Max checks out one of their MD-97's.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 2.jpg|thumb|none|600px|The MD-97 LC in the weapon wheel, showcasing it's incorrect name.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 3.jpg|thumb|none|600px|Max takes cover first with the normal MD.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 4.jpg|thumb|none|600px|And later with the shiny gold MD.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] with an unlockable red dot sight is added in the Painful Memories DLC pack. It is incorrectly depicted as firing in 3-round bursts.&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Mp3arm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] with an unlockable red dot sight and suppressor is added in the Painful Memories DLC pack. Notably it was the base for the &amp;quot;advanced rifle&amp;quot; in [[Grand Theft Auto 5]]'s trailer.&lt;br /&gt;
[[Image:TAR-21 Flat Top.jpg|thumb|none|450px|IWI Tavor TAR-21 (civilian version) with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight - .223 Remington]]&lt;br /&gt;
[[File:Mp3tav.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-30==&lt;br /&gt;
The [[Ruger_Mini-14#Ruger_Mini_Thirty|Ruger Mini Thirty]] makes its video-game debut as simply the &amp;quot;Mini-30&amp;quot;, and is seen with a Butler Creek folding stock.  It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Though partway though the helicopter sequence, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter.&lt;br /&gt;
[[File:RugerMini30NewSS.jpg|thumb|none|450px|Stainless Ruger Mini Thirty new production model semiautomatic rifle with flush factory five round magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|350px|none|For comparison: Custom Ruger Mini-14 with aftermarket folding stock, sniper scope and muzzle brake - .223 Remington]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-20-23-29.jpg|thumb|none|600px|Max holds a Mini Thirty with a laser sight as he provides cover from a helicopter in the second chapter.]]&lt;br /&gt;
[[file:Mp3 ruger mini 30.jpg|thumb|none|600px|Max aims a former gang member's Mini Thirty while doing a room sweep.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 21-21-02-56.jpg|thumb|none|600px|Out in the jungle, Max aims a Mini Thirty with a red dot sight.]]&lt;br /&gt;
[[file:MaxPayne3 ruger mini 1.jpg|thumb|none|600px|Chasing after his employer's kidnappers, Max checks out a dropped Mini Thirty.]]&lt;br /&gt;
[[file:MaxPayne3 ruger mini 2.jpg|thumb|none|600px|The Mini Thirty in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 scoped.jpg|thumb|none|600px|Max checks out a red dot Mini Thirty on the ground.]]&lt;br /&gt;
[[file:MaxPayne3_mini_30_gold_viu.jpg|thumb|none|600px|The golden Mini Thirty with an extended banana mag.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 scope gold viu.jpg|thumb|none|600px|And yes, it does come with the scope as well.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 gold .jpg|thumb|none|600px|Max hides in cover with his banana gun.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
An [[Colt Model 933]] assault rifle with optional red dot sight was added in the multiplayer DLC pack ''Local Justice''. Notably, it has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.&lt;br /&gt;
[[Image:ColtM4commando.jpg|thumb|none|401px|Colt Model 933 with bayonet lug deleted - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MP3_M4.jpg|thumb|none|600px|A San Paolo Police Officer fires his flat-topped &amp;quot;M4&amp;quot; in multiplayer.]]&lt;br /&gt;
[[file:Mp3m42.jpg|thumb|none|600px|A multiplayer character walks with his flat top 933.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
Snipers use [[Barrett M107]] anti-materiel rifles to ambush a deal in the soccer stadium in Chapter 3, while the rifle only being usable in Chapter 12. It is incorrectly referred to in-game as the &amp;quot;M82A1&amp;quot;. Max takes a round to the shoulder from one, but thanks to the magic of video games, Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself. In keeping with Max's surprisingly quick recovery, the M107 in-game is ''severely'' underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing kevlar vests.&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Max finally takes a M107 for a spin.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 gold viu.jpg|thumb|none|600px|If that wasn't enough, it has a gold version.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 1.jpg|thumb|none|600px|Max stares down at a discarded M107.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 2.jpg|thumb|none|600px|The Barrett M107 in the in-game menu.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 3.jpg|thumb|none|600px|Max tries to hide his very large golden Barrett behind cover.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3SG/1==&lt;br /&gt;
A scoped [[Heckler_%26_Koch_G3#Heckler_.26_Koch_G3SG.2F1|Heckler &amp;amp; Koch G3SG/1]] appears as the FMP G3S. It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 and only acquirable if you incapacitate them, making them drop the rifle.&lt;br /&gt;
[[file:H&amp;amp;KSG1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO. The in-game rifle has no cheek rest.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Max aims the G3SG/1, the rifle seems to be missing both the cheek rest as well as the rear sight diopter.]]&lt;br /&gt;
[[file:MaxPayne3 g3 gold viu.jpg|thumb|none|600px|The golden G3SG/1 in all it's weirdly shiny glory.]]&lt;br /&gt;
[[file:MaxPayne3 g3 1.jpg|thumb|none|600px|Max checks a dropped G3SG/1 with his pimp Uzi.]]&lt;br /&gt;
[[file:MaxPayne3 g3 2.jpg|thumb|none|600px|The in-game weapon wheel for the G3SG/1.]]&lt;br /&gt;
[[file:MaxPayne3 g3 3.jpg|thumb|none|600px|Max does some room clearing through a kill course with the SG/1.]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The 7.62mm sniper-rifle-configured version of Brazil's new service rifle, the [[IMBEL IA2]], was added in the Hostage Negotiation DLC pack, with an unlockable scope. &lt;br /&gt;
[[File:IMBEL IA2 762.jpg|thumb|none|450px|IMBEL IA2 7.62mm Prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Imbelia2.jpg|thumb|none|350px|Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm NATO. This image was made by the Small Arms Illustrated project.]]&lt;br /&gt;
[[file:Mp3ia.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 SWS]] was added in the Hostage Negotiation DLC pack, with an unlockable suppressor.&lt;br /&gt;
[[file:M24A2.jpg|thumb|none|450px|M24 SWS - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mp3m24.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With both machine guns, the reload animations show Max mounting a new drum/belt box and pulling the charging handle, but do ''not'' have a stage showing him mounting the new belt, which is simply shown in the mounted position on the drum/belt box model itself as it is inserted.&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21]] with the bipod is seen several times as the &amp;quot;LMG .30&amp;quot;. First in the speedboat chase, it appears with a belt box and infinite ammo, while later levels have it with an RPD-style 100-round drum and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, holding it by the stock and somehow firing it.&lt;br /&gt;
[[file:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Max grabs the HK21 from a crashed paramilitary jeep.]]&lt;br /&gt;
[[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Later he brings the pain to the UFE with the gold version.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-24-19-59.jpg|thumb|none|600px|Earlier on the boat, Max uses the belt box model. The box has no real feed mechanism so how it feeds all the ammo through the standard mag feed is a mystery.]]&lt;br /&gt;
[[file:MaxPayne3 hk21 gold viu.jpg|thumb|none|600px|And no this isn't exempt from the golden gun rule.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 1.jpg|thumb|none|600px|Max glances down at a dropped HK 21 from an enemy heavy.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 2.jpg|thumb|none|600px|The HK21 in the in-game weapon wheel, sadly it can't ever be refilled with more ammo.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 3.jpg|thumb|none|600px|Max hides behind cover with his 20 pounds of gold plated German engineering.]]&lt;br /&gt;
[[file:MaxPayne3 HK21E 1.jpg|thumb|none|600px|Back on the river, Max uses his shiny 21 to rip apart a bunch of speed boats.]]&lt;br /&gt;
[[file:MaxPayne3 HK21E 2.jpg|thumb|none|600px|Before wincing from the boat's blown up engine.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD|RPD]] with the bipod removed appears in the game starting in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the &amp;quot;gold&amp;quot; version has the correct capacity.&lt;br /&gt;
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|Max prepares to sweep the room with his RPD.]]&lt;br /&gt;
[[file:MaxPayne3 rpd gold viu.jpg|thumb|none|600px|Before opting for the one covered in gold.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 1.jpg|thumb|none|600px|Max aims his tactically bottle suppressed Taurus at a discarded RPD.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 2.jpg|thumb|none|600px|The RPD in the in-game weapon wheel.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 3.jpg|thumb|none|600px|Max hides behind a wall with his RPD, dodging angry paramilitary gunfire.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==DefTech 37mm Launcher==&lt;br /&gt;
The [[DefTech 37mm Launcher]] appears as the &amp;quot;Rotary Grenade Launcher&amp;quot; with a 6-round cylinder, available in a few levels and inaccurately shooting explosive projectiles. It is most prominently given to Max in the final chase sequence with 100 rounds of ammunition. As with the grenades shown in the game, rounds from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. &lt;br /&gt;
[[file:Federallabs37.jpg|thumb|none|450px|DefTech 37mm Launcher - 37mm]]&lt;br /&gt;
[[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|Max aims his grenade launcher in the hotel, realizing this might not be a good idea for close quarters.]]&lt;br /&gt;
[[file:MaxPayne3 gl gold viu.jpg|thumb|none|600px|Past Max waltzes around a New Jersey grave yard with his golden bloop machine.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 1.jpg|thumb|none|600px|Max gazes on a dropped grenade launcher.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 2.jpg|thumb|none|600px|The grenade launcher in the in-game weapon menu.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 3.jpg|thumb|none|600px|Hiding from roving mobsters with the Deftech.]]&lt;br /&gt;
&lt;br /&gt;
==G9 Grenade Launcher==&lt;br /&gt;
The G9 Grenade Launcher was added in the Disorderly Conduct DLC along side the Hammerhead Shotgun. It appears to be a combination of the [[HK69A1]] and the standalone [[M203]].&lt;br /&gt;
[[File:MP3 Disorderly Conduct.jpg|thumb|none|400px|The &amp;quot;G9 Grenade Launcher&amp;quot; and &amp;quot;Hammerhead&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M72A2 LAW==&lt;br /&gt;
The [[M72 LAW|M72A2 LAW]] appears as the LAW and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one is accidentally holding an invisible RPG foregrip.&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:MaxPayne3 lav viu.jpg|thumb|none|600px|Max grabs a LAW as he prepares to delete the truck.]]&lt;br /&gt;
[[file:MaxPayne3 lav gold viu.jpg|thumb|none|600px|No one is safe from the golden guns, not even a rocket launcher.]]&lt;br /&gt;
[[file:MaxPayne3 lav 1.jpg|thumb|none|600px|Max aims down on the discarded LAW.]]&lt;br /&gt;
[[file:MaxPayne3 lav 2.jpg|thumb|none|600px|The LAW in the in-game weapon wheel, you can keep it after this set piece but you don't get more ammo for it.]]&lt;br /&gt;
[[file:MaxPayne3 lav 3.jpg|thumb|none|600px|Having removed the truck from existence, Max dramatically poses behind cover with the spent LAW tube.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears simply as the &amp;quot;RPG&amp;quot;. The weapon is used by enemies in singleplayer, but can never be picked up. For some reason, golden [[RPG-7]] parts can be found in Chapter 12, serving absolutely no practical purpose whatsoever.&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-46-11-84.jpg|thumb|none|600px|A paramilitary goon sights up Max's helicopter with his own RPG-7.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-46-17-88.jpg|thumb|none|600px|Before his commander tells him to let him go.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==UFE Arsenal==&lt;br /&gt;
In several points in the game, the player comes across several cabinets and lockers of unusable firearms, mostly using the same models from the game.&lt;br /&gt;
[[file:MaxPayne3 arsenal 1.jpg|thumb|none|600px|Max threatens an arms locker to give him his toys, including a normal G36K model, an AK-101 lookalike and a FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 2.jpg|thumb|none|600px|Higher up is another FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 3.jpg|thumb|none|600px|A bunch of very low poly MP5's.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 4.jpg|thumb|none|600px|Another G36 and FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 5.jpg|thumb|none|600px|A rack of normal wood stocked Mini-14's.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 6.jpg|thumb|none|600px|And normal stocked Mossberg 590's.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
'''Video Games:'''&lt;br /&gt;
* ''[[Max Payne (video game)|Max Payne]]'' - The first game in the series.&lt;br /&gt;
* ''[[Max Payne 2: The Fall of Max Payne]]'' - The first sequel.&lt;br /&gt;
'''Film:'''&lt;br /&gt;
* ''[[Max Payne (2008)|Max Payne]]'' - The film, based loosely on the videogame series.&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Grand_Theft_Auto_V&amp;diff=1470875</id>
		<title>Grand Theft Auto V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Grand_Theft_Auto_V&amp;diff=1470875"/>
		<updated>2021-12-21T13:29:55Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* FN SCAR-H */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Grand Theft Auto V&lt;br /&gt;
|picture = Gta v logo.jpg&lt;br /&gt;
|caption = ''Box Art''&lt;br /&gt;
|series= Grand Theft Auto&lt;br /&gt;
|date= September 17th, 2013 (PS3/360)&amp;lt;br&amp;gt;November 18th, 2014 (PS4/XB1)&amp;lt;br&amp;gt;April 14th 2015 (PC)&amp;lt;br&amp;gt;&lt;br /&gt;
|developer=Rockstar North&lt;br /&gt;
|platforms=PlayStation 3&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|publisher= 2K Games&lt;br /&gt;
|genre=Third-Person Shooter, First-Person Shooter (PS4/XONE/PC)&lt;br /&gt;
}}&lt;br /&gt;
'''''Grand Theft Auto V''''' (also known as ''GTA 5'' or ''GTA V'') is the fifth installment of the ''Grand Theft Auto'' series being developed by Rockstar North, and published by Rockstar Games. The game was announced October 25, 2011 with its trailer debuting on November 2. The game was released for Xbox 360 and PS3 on September 17th, 2013. It was re-released in enhanced form for the PlayStation 4 and Xbox One on November 18th, 2014, with a Windows PC version released, after numerous delays, on April 18th 2015. An &amp;quot;expanded and enhanced&amp;quot; version for ninth generation consoles is slated for release in the latter half of 2021. &lt;br /&gt;
&lt;br /&gt;
The game is set in an expanded version of ''GTA: San Andreas''' starting city of Los Santos, a fictionalised version of Los Angeles, and the surrounding countryside. The plot follows a trio of characters, who the player can select between; an ambitious young gang member named Franklin who falls in with retired bankrobber Michael, who is part of a government witness protection program following his last big job. When Michael returns to a life of crime, it attracts the attention of one of his former associates, a lunatic meth dealer named Trevor, and the secrets of Michael's last job threaten to cost him everything he has.&lt;br /&gt;
&lt;br /&gt;
The game is also packaged with an online multiplayer component labelled '''''Grand Theft Auto Online''''', which is treated as a separate title by Rockstar but is in effect largely based on the main game and is not available for purchase separately. However, there are some differences between the two titles, and some weapons are available only in multiplayer, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Grand Theft Auto V'' and are available in both 7th and 8th generation versions unless otherwise noted:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Grand Theft Auto V'' features a wheel-based inventory system where the player characters can carry every weapon in the game at the same time, with weapons subdivided into a series of slots: pistols, SMGs and machine guns, assault rifles, sniper rifles, melee weapons, shotguns, heavy weapons and throwing weapons. Each of the three playable characters in singleplayer has their own inventory.&lt;br /&gt;
&lt;br /&gt;
Weapons can either be found in the game world, acquired during missions or purchased from the Ammu-Nation gun stores found throughout Los Santos. A purchased gun is unlocked permanently and in most cases can then be upgraded with custom parts which improve its handling or increase its capacity; suppressors can also be added to some weapons. Each weapon must have mods bought for it individually, they cannot be swapped between weapons.&lt;br /&gt;
&lt;br /&gt;
In the original releases a series of DLC weapons were added in free updates following the game's release, eventually filling up an entire additional wall in Ammu-Nation. In the next-gen re-release and PC version, these weapons are instead staggered unlocks that are given out as the story progresses. DLC weapons tend to be ridiculous money sinks with incredibly expensive upgrades.&lt;br /&gt;
&lt;br /&gt;
The next-gen re-release also adds the ability to switch to first-person mode for shooting, with new high-detail gun models and animations. In this mode, using the zoom function (R3 / press RS / mousewheel up) while aiming a weapon will use the weapon's iron sights, or the scope if a weapon has one. Sniper rifles, as usual for the series, always use their scope when aiming.&lt;br /&gt;
&lt;br /&gt;
As a result of reusing models, every gun in the game except weapons that do not fire bullets and the sniper rifles eject .223 casings.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==&amp;quot;AP Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;AP Pistol&amp;quot;, though probably supposed to be some kind of [[TDI Kard]] knockoff, bears most resemblance to the Colt SCAMP, an obscure prototype burst-fire pistol, though it is depicted with a traditional pistol slide. It also has [[M1911]]-style grips and 3-hole trigger. It holds 18 rounds in its magazine (36 with the &amp;quot;Extended Clip&amp;quot; attachment). Assuming it is actually supposed to be a SCAMP, the weapon is normally incorrectly shown as fully automatic, but during the rappelling part in &amp;quot;Three's Company&amp;quot;, it is for some reason shown in the correct 3-round burst mode. The lettering on the slide states it is chambered in 9x18mm.&lt;br /&gt;
[[File:coltscamp.jpg|none|thumb|350px|Colt SCAMP - .22 SCAMP]]&lt;br /&gt;
[[File:ColtXSE.jpg|none|thumb|350px|Colt XSE 1911 - .45 ACP]]&lt;br /&gt;
[[File:GTA5UNKNOWPIST.jpg|thumb|600px|none|Michael uses his &amp;quot;AP Pistol&amp;quot; to threaten an unfortunate Azerbaijani during the mission &amp;quot;Three's Company&amp;quot;.]]&lt;br /&gt;
[[File:GTA5UNKNOWNPIST2.jpg|thumb|600px|none|In the same mission, Michael fires his &amp;quot;AP Pistol&amp;quot; while escaping with said Azerbaijani.]]&lt;br /&gt;
[[File:gtavfibscamp.jpg|thumb|none|600px|&amp;quot;AP Pistols&amp;quot; in the hands of FIB agents Steve Haines and Andreas Sanchez.]]&lt;br /&gt;
[[File:GTAVteedeeayekurd.jpg|thumb|none|600px|A &amp;quot;platinum&amp;quot;-finished &amp;quot;AP Pistol&amp;quot; pointed at the back of a garbage truck in GTA Online, which is really where it should belong.]]&lt;br /&gt;
[[File:GTAV APpistol (1).jpg|thumb|none|600px|Aiming the &amp;quot;AP Pistol&amp;quot; in first person view.]]&lt;br /&gt;
[[File:GTAV APpistol (2).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ceramic Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;Ceramic Pistol&amp;quot; is a compact pistol that was added in The Diamond Casino Heist update. The slide and the grips are based on the [[Heckler &amp;amp; Koch P7]], while the trigger guard and thumb reliefs resemble those of a [[Glock]]. The gun is available for purchase at Ammu-Nation after completing the heist Diamond casino with &amp;quot;The Big Con&amp;quot; approach. The pistol doesn't respond to the metal detector in the casino. The magazine holds 12 rounds by default, and can be extended to 17. The pistol's name and ability to not show up on metal detectors might be a reference to ''[[Die Hard 2]]'' and/or the myths surrounding the Glock pistols upon its invention.&lt;br /&gt;
[[File:H&amp;amp;K P7.jpg|thumb|none|300px|Heckler &amp;amp; Koch P7 - 9x19mm]]&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:GTAV Ceramic Pistol (1).jpg|thumb|none|600px|The &amp;quot;Ceramic Pistol&amp;quot; in-game.]]&lt;br /&gt;
[[File:GTAV Ceramic Pistol (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:GTAV Ceramic Pistol (3).jpg|thumb|none|600px|Reloading the 12 round magazine.]]&lt;br /&gt;
[[File:GTAV Ceramic Pistol (4).jpg|thumb|none|600px|A view of the pistol's right side.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Pistol&amp;quot;==&lt;br /&gt;
What appears to be a combination of the [[Heckler &amp;amp; Koch P2000]] and the [[Beretta Px4 Storm]] is available as the &amp;quot;Combat Pistol&amp;quot;. It holds 12 rounds in its magazine (16 with the &amp;quot;Extended Clip&amp;quot; attachment). It is chambered in &amp;quot;9mm ACB&amp;quot;. It is used by IAA spooks first seen in Michael's mission &amp;quot;Dead Man Walking&amp;quot;, and can be purchased for other characters afterwards at Ammu-Nation.&lt;br /&gt;
[[File:P2000-2.jpg|thumb|none|300px|Heckler &amp;amp; Koch P2000 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[File:GTAV-CombatPistol-1.jpg|thumb|none|600px|Michael brandishes his &amp;quot;Combat Pistol&amp;quot; as he tries to sneak out of the first level of ''Max Payne 2''.]]&lt;br /&gt;
[[File:GTAVPX4ads.jpg|thumb|none|600px|Aiming the &amp;quot;Combat Pistol&amp;quot;.]]&lt;br /&gt;
[[File:Screenshot-Original (7).jpg|thumb|none|600px|Watching Mike reload it in the traditional third person perspective.]]&lt;br /&gt;
[[File:GTAVPX4reload.jpg|thumb|none|600px|Dry reloading in first person.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A poorly-modeled [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle]] appears as the &amp;quot;Pistol .50&amp;quot;. For the Xbox 360 and PS3 it is exclusive to players who bought the special edition, but the next-gen and PC versions have it available to all players. It holds 9 bullets in the magazine; this could make it a .357 Magnum (.50 AE Desert Eagles hold 7 rounds), but the next-gen model has a clear &amp;quot;.50CAL&amp;quot; marking on the barrel. It incorrectly has an optional extended magazine of 12 rounds and is double action only. &lt;br /&gt;
&lt;br /&gt;
The weapon model is quite frankly, a mess; it lacks the long beavertail of an actual Desert Eagle and has a trigger guard that bears more resemblance to the PT92, has oversized cocking serrations and a much too curved top to the rear section of the slide, chunky rear sights with a tiny front sight pin, and incorrectly has an underbarrel accessory rail. It also has no scope rail mounts, no barrel lock, no magazine release, and lacks the Desert Eagle's safety switch; the developers appear to have confused the slide release for the safety, and so the pin for the slide release is attached to nothing and the projecting part has been turned into a sliding selector, the mechanics of which are best not considered.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:GTAV-Deagle-1.jpg|thumb|none|600px|Being a movie sort of guy, it's no surprise Michael likes his Desert Eagle to be gold-plated. Note the bizarre reworking of the slide release as a safety.]]&lt;br /&gt;
[[File:GTAVDeagleads.jpg|thumb|none|600px|Aiming the Desert Eagle.]]&lt;br /&gt;
[[File:GTAVDeaglethirdperson.jpg|thumb|none|600px|Michael reloads his &amp;quot;Pistol .50&amp;quot; with a tactical light.]]&lt;br /&gt;
[[File:GTAVDeaglereload.jpg|thumb|none|600px|Franklin showing off his shiny Desert Eagle, and at least has a loaded magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Entreprise Arms Wide Body 1911==&lt;br /&gt;
A [[1911]]-type handgun styled after the Entreprise Arms Wide Body 1911 appears as the &amp;quot;Heavy Pistol&amp;quot;. It was released for last-gen consoles with the &amp;quot;Business Update&amp;quot; DLC, while in the next-gen versions it is unlocked along with the &amp;quot;Combat Pistol&amp;quot; following the mission &amp;quot;Dead Man Walking&amp;quot;. It has a miniature red dot sight modelled on the slide, which is purely cosmetic in the original third-person view, but is a fully functional sight in first-person mode in the next-gen versions. The weapon comes with an incorrect 18 round magazine and can be upgraded with a ridiculous 36 round extended magazine, as well as the usual pistol mods (suppressor and weapon light).&lt;br /&gt;
[[File:Entreprise Wide Body 1911.jpg|thumb|none|350px|Entreprise Arms Wide Body 1911 - .45 ACP]]&lt;br /&gt;
[[File:GTAV-1911-2.jpg|thumb|none|600px|Michael holds a gold-plated, fully-upgraded, not very-Wide Body 1911 as he watches a group of strange men collectively fail to use a firing range.]]&lt;br /&gt;
[[File:GTAV-HeavyPistol-SpecialCarbine.jpg|thumb|none|601px|Later, Franklin holds the unupgraded version as he succumbs to the temptation to take revenge on Tonya for her unbelievably tedious towtruck missions.]]&lt;br /&gt;
[[File:Gtavdirty1911.jpg|thumb|none|600px|Trevor appears to have fished this &amp;quot;Heavy Pistol&amp;quot; out of the same lake that created the Star Model-P from [[Far Cry 2#Star Model-P|Far Cry 2]].]]&lt;br /&gt;
[[File:GTAV1911ads.jpg|thumb|none|600px|Aiming a platinum-finished &amp;quot;Heavy Pistol&amp;quot;. Note the rear sight notch is integrated into the reflex sight.]]&lt;br /&gt;
[[File:GTAV19113rd.jpg|thumb|none|600px|A man [[Hitman|in a familiar suit]] reloads his mock-up Hardballer.]]&lt;br /&gt;
[[File:GTAV1911reload.jpg|thumb|none|600px|Another shot of reloading in first person view.]]&lt;br /&gt;
[[File:GTAV 1911 (1).jpg|thumb|none|600px|Looking at the right side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] was added in the &amp;quot;Heists&amp;quot; update. Although it has the paint job of the 12 gauge variant, the weapon model matches more that of the 25mm version. It is remarkably useless in its intended role, providing little to no illumination and the flares do not hang in the air, falling back down almost immediately after launch. Instead, it is far more useful as a direct-fire weapon, being a short-range weapon capable of setting targets on fire. The &amp;quot;Smugglers' Run&amp;quot; update gave its flares the ability to attract lock-on missiles.&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|300px|Orion flare gun - 25mm]]&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|300px|12 gauge variant for comparison.]]&lt;br /&gt;
[[File:GTAVFlareGun.jpg|thumb|none|300px|In game model of the flare gun.]]&lt;br /&gt;
[[File:Gtavorion.jpg|thumb|none|600px|Orion Flare gun in first person view.]]&lt;br /&gt;
[[File:Gtavorion1.jpg|thumb|none|600px|Gutter sights of the flare gun.]]&lt;br /&gt;
[[File:Gtavorion2.jpg|thumb|none|600px|As usual for most video game flare guns, the flares are notoriously bad at actually providing any meaningful illumination at night. Altering the pistol's paint job also changes the flares' color, incidentally.]]&lt;br /&gt;
[[File:Gtavorion3.jpg|thumb|none|600px|Reloading the Orion. The spent cartridge vanishes when the chamber is opened.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SNS Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;SNS Pistol&amp;quot; is available with the &amp;quot;Beach Bum Pack DLC&amp;quot; and seems to be a [[Heckler &amp;amp; Koch P7|Heckler &amp;amp; Koch P7M10]] with some design elements also similar to the [[Colt Junior]]. It holds 6 rounds in its magazine (12 with the &amp;quot;Extended Clip&amp;quot; attachment), but has no other accessories, rendering it rather a pointless weapon. The weapon's markings indicate that it is chambered in &amp;quot;.45 ACB&amp;quot;. The name is a reference to the term &amp;quot;Saturday Night Special&amp;quot;, a generic term for small, inexpensive pocket pistols; this is a bit ironic, since &amp;quot;inexpensive&amp;quot; is one thing that the P7 is most definitely ''not''. The &amp;quot;Doomsday Heist&amp;quot; update added the ability to upgrade it to Mk.II status, which makes it resemble an [[AMT Backup]].&lt;br /&gt;
[[File:Colt Junior.jpeg|thumb|none|300px|Colt Junior - .25 ACP]]&lt;br /&gt;
[[File:P7M10H&amp;amp;K.jpg‎|thumb|none|300px|Heckler &amp;amp; Koch P7M10 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:SNS Pistol.jpg|thumb|none|400px|In game model of the &amp;quot;SNS&amp;quot; Pistol]]&lt;br /&gt;
[[File:Gtavsns.jpg|thumb|none|600px|Saturday Night Special in hand, Michael finds that a would-be motorcycle thief made for a poor tire jack for his rental.]]&lt;br /&gt;
[[File:GTAVSNSads.jpg|thumb|none|600px|Mike threatens the life out of a life-preserver with his concealed pistol.]]&lt;br /&gt;
[[File:GTAVSNS3rd.jpg|thumb|none|600px|Reloading the &amp;quot;SNS Pistol&amp;quot;.]]&lt;br /&gt;
[[File:GTAVSNSreload.jpg|thumb|none|600px|Ditto, but from empty in first person view.]]&lt;br /&gt;
[[File:GTAV SNS (1).jpg|thumb|none|600px|Idle animation with the pistol. The magazine isn't falling out, that's just the extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AF==&lt;br /&gt;
The &amp;quot;Pistol&amp;quot; is a [[Taurus PT92AF]]. It is the first pistol available to the player, and Michael and Trevor both have one in their starting inventory. It holds 12 rounds in its magazine (16 with the &amp;quot;Extended Clip&amp;quot; attachment), while its real counterpart holds 10, 15 or 17 (though the 12-round magazine would be correct for the compact variant, the PT92C). The in-game description claims it is chambered for .45 caliber rounds, instead of the 9x19mm ones used by the real PT92AF. However, in the mission &amp;quot;Complications&amp;quot;, Michael refers it to a 9mm, and the lettering on the slide reads &amp;quot;9mm&amp;quot;. In ''Grand Theft Auto Online'', players are automatically given one of these pistols at the start of every session.&lt;br /&gt;
[[File:PT92AFRail.jpg|thumb|none|350px|Taurus PT92AF - 9x19mm]]&lt;br /&gt;
[[File:GTAVPT92.jpg|thumb|none|600px|Michael makes a good first impression on Franklin with the help of his PT92AF.]]&lt;br /&gt;
[[File:GTAVPT92(2).jpg|thumb|none|600px|During an important plot moment, Trevor pulls out a PT92AF.]]&lt;br /&gt;
[[File:GTAVPT92FPS1.jpg|thumb|none|600px|A PT92AF as seen in first-person view in the next-gen versions of ''GTA Online''. Note the black finish, tritium iron sights, and &amp;quot;Hawk &amp;amp; Little&amp;quot; markings on the slide. ]]&lt;br /&gt;
[[File:GTAHandL9MM-1.jpg|thumb|none|600px|A nice close up of the updated texture of the new &amp;quot;Pistol&amp;quot;.]]&lt;br /&gt;
[[File:GTAV PT92AF (1).jpg|thumb|none|600px|Aiming the PT92AF.]]&lt;br /&gt;
[[File:GTAV PT92AF (2).jpg|thumb|none|600px|Inspecting the pistol. Note the logo on the grip.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Pistol Mk II&amp;quot;===&lt;br /&gt;
The PT92AF is also one of the guns that can be upgraded to Mk2 status following the &amp;quot;Gunrunning&amp;quot; update, allowing it to access more ammunition types: FMJ, incendiary, hollow point, armor piercing and explosive rounds. The pistol's appearance is modified, with lightning cuts in the slide, and its triangular hammer, slide and rail resembling the [[CZ P-09]]. The extended magazine baseplate resembles a TTI Glock +4 aftermarket baseplate, while the finger grooves and grip shape resemble a Hogue [[Browning Hi-Power]] grip. The Mk2 variant does more damage but retains the incorrect 12 round capacity, unless special ammunition is chosen, in which it holds an also incorrect 8 rounds, presumably for balance reasons. The Mk2 pistol can be upgraded with a wide variety of accessories, including extended magazines, a compensator, and a handgun scope, as well as a large variety of colors, camouflage patterns and tints.&lt;br /&gt;
[[File:CZP09.jpg|thumb|none|350px|CZ P-09 - 9x19mm ]]&lt;br /&gt;
[[File:GTAVPT92Custom.jpg|thumb|none|600px|A player wielding a customized MK2 pistol.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Perico Pistol&amp;quot;==&lt;br /&gt;
What appears to be a combination of the [[(James Bond 007) - Golden Gun|Golden Gun]] and the [[Luger P08]] (in shape) is available as the &amp;quot;Perico Pistol&amp;quot;. Markings in German on the barrel read &amp;quot;MIT OFFENEN ARMEN&amp;quot; (meaning &amp;quot;With Open Arms&amp;quot;), suggesting that either the gun is German or the engraving is to celebrate its owner's heritage. This is Juan &amp;quot;El Rubio&amp;quot; Strickler's personal single-shot pistol and was added in the &amp;quot;The Cayo Perico Heist&amp;quot; update. The pistol can be obtained during the heist by using the key from the box. It fires single shot only and it's reloaded similarly to the [[Thompson Center Arms Contender]].&lt;br /&gt;
&lt;br /&gt;
[[File:Goldengun.jpg|thumb|none|350px|The Golden Gun prop from the James Bond movie [[The Man with the Golden Gun]].‎]]&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:TCAC nickel and gold finish.jpg|thumb|350px|none|Thompson Center Arms Contender with nickel and gold finish - .30-30 cal.]]&lt;br /&gt;
[[File:GTA5 Perico Pistol (1).jpg|thumb|none|600px|The online protagonist takes the gun during the heist.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Center Arms Contender==&lt;br /&gt;
The [[Thompson Center Arms Contender]] appears in the game as the &amp;quot;Marksman Pistol&amp;quot;, added with the &amp;quot;Ill-Gotten Gains Part 2&amp;quot; update. It is a single shot pistol and has no other accessories. It deals the highest damage of any weapon, even exceeding the &amp;quot;Heavy Sniper Rifle&amp;quot;.&lt;br /&gt;
[[File:ThompsonCenterContender.jpg|thumb|none|400px|Thompson Center Arms Contender - .45-70]]&lt;br /&gt;
[[File:gtavcenter.jpg|thumb|none|600px|Trevor holds the Contender after stalking the wrong kind of emu.]]&lt;br /&gt;
[[File:gtavcenter-1.jpg|thumb|none|600px|Ironsight view. It's curious that the passengers on board didn't use the marked &amp;quot;Emergency Exit&amp;quot; hatch....]]&lt;br /&gt;
[[File:gtavcenter-2.jpg|thumb|none|600px|Having finished his business, Trevor reloads the single shot handgun. No spent cartridge is shown to be ejected.]]&lt;br /&gt;
[[File:GTAV Contender (1).jpg|thumb|none|600px|Idle animation of the Contender.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Vintage Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;Vintage Pistol&amp;quot; was added with the &amp;quot;I'm Not a Hipster&amp;quot; update. It based on the [[FN Model 1922]] and [[FN Model 1903]] pistols (the &amp;quot;9mm&amp;quot; in-game marking on the ejection port would match the latter); it also has a [[Mauser HSc]]-style trigger guard, and the back of the slide resembles that of a [[Glock]] pistol. It holds 7 rounds (or 14 with the &amp;quot;Extended Clip&amp;quot; attachment), and can be fitted with a suppressor.&lt;br /&gt;
[[File:Browning 1922.jpg|thumb|none|350px|FN Model 1922 - .32 ACP]]&lt;br /&gt;
[[File:FN Model 1903 Right Side.jpg|thumb|none|350px|FN Model 1903 - 9x20mm Browning Long]]&lt;br /&gt;
[[File:MauserHSc.jpg|thumb|none|350px|1968-1977 West German produced Mauser HSc - .380 ACP (9mm Kurz)]]&lt;br /&gt;
[[File:VintagePistol-GTAV-SocialClub.jpg|thumb|none|350px|A side view of the &amp;quot;Vintage Pistol&amp;quot; from the Rockstar Games Social Club site.]]&lt;br /&gt;
[[File:I'm Not a Hipster DLC GTA V.jpg|thumb|none|500px|The &amp;quot;Vintage Pistol&amp;quot; in the official image of the DLC. Note that the gun looks like a typical [[M1911]]-style pistol that has virtually nothing to do with the actual &amp;quot;Vintage Pistol&amp;quot; in the game.]]&lt;br /&gt;
[[File:gtavfn1922-1.jpg|thumb|none|600px|The &amp;quot;Vintage Pistol&amp;quot; in first person. It appears to be striker-fired.]]&lt;br /&gt;
[[File:gtavfn1922.jpg|thumb|none|600px|Note the Glock-style slide.]]&lt;br /&gt;
[[File:gtavfn1922-2.jpg|thumb|none|600px|The &amp;quot;Vintage Pistol&amp;quot; in third person.]]&lt;br /&gt;
[[File:GTAV 1922 (1).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:GTAV 1922 (2).jpg|thumb|none|600px|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
The [[Colt 1851 Navy]] was added in The Diamond Casino Heist update under the name of &amp;quot;Navy Revolver&amp;quot;, and is unlocked by completing the &amp;quot;Mystery Clues&amp;quot; miniquest. The revolver is covered in bloody inscriptions. The reload animation involves replacing the entire cylinder with a new one, a much more simpler approach of reloading a black powder, percussion cap revolver. However, the player character simply swaps the cylinders without detaching the barrel assembly, the latter being required in order to remove the old cylinder.&lt;br /&gt;
&lt;br /&gt;
As with the Colt New Army &amp;amp; Navy, unlocking the 1851 Navy in ''GTA Online'' and earning 50 kills with it unlocks the 1851 in ''Red Dead Redemption Online'' along with offering cash rewards for both online modes.&lt;br /&gt;
[[File:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber.]]&lt;br /&gt;
[[File:GTAV 1851 (1).jpg|thumb|none|600px|The Colt 1851 Navy revolver in game.]]&lt;br /&gt;
[[File:GTAV 1851 (2).jpg|thumb|none|600px|Pointing the 1851.]]&lt;br /&gt;
[[File:GTAV 1851 (3).jpg|thumb|none|600px|Aiming with the front sight post.]]&lt;br /&gt;
[[File:GTAV 1851 (4).jpg|thumb|none|600px|Cocking the hammer, which is done after each shot.]]&lt;br /&gt;
[[File:GTAV 1851 (5).jpg|thumb|none|600px|Reloading. The player character pulls down the ramrod lever, pushes the cylinder out with their trigger finger, and replaces it with a new one.]]&lt;br /&gt;
[[File:GTAV 1851 (6).jpg|thumb|none|600px|The reload as seen in third-person, a spent cylinder can be seen on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Army &amp;amp; Navy==&lt;br /&gt;
A [[Colt New Army &amp;amp; Navy]] is the reward of a mystery sidequest available to all players in GTA Online. After acquiring, players can complete a challenge of getting 50 headshot kills with it to gain a $250,000 in-game reward as well as an exclusive variation of the Colt to use in ''[[Red Dead Redemption II]]''. It appears under the same moniker of &amp;quot;Double-Action Revolver&amp;quot; as it did in Red Dead (it also has the same firing sound), and has a highly engraved, brass or golden finish.&lt;br /&gt;
[[Image:Hc-9289.jpg|thumb|none|400px|Colt New Army &amp;amp; Navy, US revolver from 1892 until adoption of M1909 New Service variant - .38 Long Colt]]&lt;br /&gt;
[[File:GTA Newservice (1).jpg|thumb|none|600px|Finding the &amp;quot;Double-Action Revolver&amp;quot;.]]&lt;br /&gt;
[[File:GTA Newservice (2).jpg|thumb|none|600px|The Colt New Army &amp;amp; Navy in first person.]]&lt;br /&gt;
[[File:GTA Newservice (3).jpg|thumb|none|600px|The trigger, hammer, and cylinder will actually advance according to the depression of a controller's trigger as it is pressed, meaning it avoids the usual error committed in video game depictions of double action revolvers of having the hammer and cylinder move ''after'' a shot is fired.]]&lt;br /&gt;
[[File:GTA Newservice (4).jpg|thumb|none|600px|Reloading. It reuses the same animation as the &amp;quot;Heavy Revolver&amp;quot;, including cocking the hammer after swinging the cylinder shut even though the hammer returns forward.]]&lt;br /&gt;
[[File:GTA Newservice (5).jpg|thumb|none|600px|The Colt on the wall in Ammu-Nation after being unlocked. There are no modifications for it though, just the ammunition sale.]]&lt;br /&gt;
[[File:GTA V Newservice (6).jpg|thumb|none|600px|Iron sights of the revolver.]]&lt;br /&gt;
[[File:GTA V Newservice (7).jpg|thumb|none|600px|Holstering the revolver in third person shows off some typical revolver twirling.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The &amp;quot;Executives and other Criminals&amp;quot; update for GTA Online finally brings a revolver to the game's arsenal of sidearms. It appears to be another frankengun, based on the [[Taurus Raging Bull]]'s barrel mated to the frame of an ASG Dan Wesson CO2 revolver as evident by the straighter grip which also lacks the distinctive red Raging Bull backstrap, and is referred to as the &amp;quot;Heavy Revolver&amp;quot;. For whatever reason, the weapon is treated as single action and is always cocked after each shot, in an arduously slow process. Given its six shot capacity, it is likely chambered in .44 Magnum. Can be upgraded to Mk. II status.&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:Danwessonasg.jpg|thumb|none|350px|ASG Dan Wesson 8 inch Co2 Revolver]] &lt;br /&gt;
[[File:Gtavtaurus.jpg|thumb|none|600px|An online VIP gets his photo taken by an overly eager NPC on the Chumash pier.]]&lt;br /&gt;
[[File:GTAVTaurusADS.jpg|thumb|none|600px|Aiming the Raging Bull in first person view; as with a few other weapons, the front sight is too high.]]&lt;br /&gt;
[[File:GTAVTaurus2.jpg|thumb|none|600px|Rockstar North doesn't quite seem to understand how revolvers work. The hammer goes all the way back after firing, and then the player decocks the hammer, which apparently advances the cylinder.]]&lt;br /&gt;
[[File:GTAVTaurus3.jpg|thumb|none|600px|Reloading the Raging Bull, which involves cowboy-slinging the cylinder shut to the bereavement of revolver fans everywhere.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Armsel Striker/Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[Armsel Striker]] and the [[Armsel Protecta]] appears as the &amp;quot;Sweeper Shotgun&amp;quot; (a reference to the Cobray Street Sweeper variant). It was added with the &amp;quot;Bikers&amp;quot; update; it has a 7&amp;quot; barrel, and can be used on bikes. It has a rear-mounted drum advance lever and a clockwork mechanism like the Striker, but combined with a large shell deflector and the lack of a winding key in front of the drum, like the Protecta. Additionally, the pistol grip is different, the vertical foregrip is replaced by a custom handguard, and in place of the winding key, there is a strange small lever that is attached to said handguard rather than the drum itself.&lt;br /&gt;
&lt;br /&gt;
It has a 10-round capacity, in contrast to the real Striker/Protecta's 12-round cylinder. Some civilian variants in reality do have a capacity of 10 rounds as a result of two chambers being blocked, but they also have a minimum legal barrel length not abided by in-game; such a restriction without the other would be weird.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the HUD icon does show a Striker's winding key and proper pistol grip (the former giving it an overall appearance similar to a [[Penn Arms Striker-12]]), and lacks the aforementioned handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker.jpg|thumb|none|400px|Armsel Striker with 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:GTAVProtecta.jpg|thumb|none|600px|The Striker/Protecta hybrid in first person view.]]&lt;br /&gt;
[[File:GTAVProtectaads.jpg|thumb|none|600px|View down the iron sights and folded stock.]]&lt;br /&gt;
[[File:GTAVProtectareload.jpg|thumb|none|600px|Reloading is done by inserting a single shell through a loading port added on the left side of the cylinder...]]&lt;br /&gt;
[[File:GTAVProtectacharging.jpg|thumb|none|600px|...followed by a tug of the manual ejection rod that is acting as a charging handle.]]&lt;br /&gt;
[[File:GTAVProtectafiring.jpg|thumb|none|600px|Firing the &amp;quot;Sweeper Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:GTAVProtecta3rdreload.jpg|thumb|none|600px|Reloading another shell.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Assault Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Assault Shotgun&amp;quot; is largely based on the [[UTAS UTS-15]] with the addition of a box magazine and some other modifications such as a longer stock and relocating the barrel to the position the magazine tubes normally occupy. The original UTS-15 has a manual pump-action; however the &amp;quot;Assault Shotgun&amp;quot; seems to think it is an [[AA-12]] and is fully automatic, with 8 and 32-round capacities like the latter shotgun as well.&lt;br /&gt;
&lt;br /&gt;
[[File:UTAS UTS-15.jpg|thumb|none|450px|Gen 1 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[Image:GTAV-UTAS-1.jpg|thumb|none|600px|Michael holds a suppressed mutant UTS-15 as he ensures IMFDB gets his good side. The loading port of the UTS-15 operates as the ejection port of the &amp;quot;Assault Shotgun&amp;quot;. However, as the gun is fitted with a box magazine located significantly ahead of the ejection port, this arrangement makes little mechanical sense.]]&lt;br /&gt;
[[File:GTA 5 Assault Shotgun005.jpg|thumb|600px|none|Franklin reaches over the shotgun to work the charging handle, which has been added to both sides of the receiver.]]&lt;br /&gt;
[[File:GTAVUTSads.jpg|thumb|none|600px|ADS view of the rather odd set of iron sights. In the Xbox 360 and PS3 versions they appeared to be the same Daniel Defense fixed iron sights that the &amp;quot;Carbine Rifle&amp;quot; had.]]&lt;br /&gt;
[[File:GTAVUTSreload.jpg|thumb|none|600px|First person reload animation. Note the unused left side charging handle.]]&lt;br /&gt;
[[File:GTAVUTScharging.jpg|thumb|none|600px|Chambering a 12 gauge shell.]]&lt;br /&gt;
[[File:GTAVUTS3rd.jpg|thumb|none|600px|Third person view shows off a loaded magazine, thankfully.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Bullpup Shotgun&amp;quot;, was a bonus weapon available in the Special Edition of the original release; it is included with every copy of the next-gen versions. It comes with a 14-shell capacity, and like all games that feature the KSG, its 2 magazine tubes are depicted, mechanically, as a single long tube. Like the other pump-action shotguns, it is reloaded with just one shell.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[Image:Gtavkel.jpg|thumb|none|600px|Michael holds a suppressed Kel-Tec KSG following a random trip to the wetlands he would rather forget about.]]&lt;br /&gt;
[[File:GTAVKSG.jpg|thumb|none|600px|The KSG in first person.]]&lt;br /&gt;
[[File:GTAVKSGads.jpg|thumb|none|600px|Aiming the KSG, which has identical sights to the AR15 carbine. In the previous-gen release, it had no sights.]]&lt;br /&gt;
[[File:GTAVKSGreloading.jpg|thumb|none|600px|Loading in the magical shotgun shell that can completely refill a 14-round magazine tube.]]&lt;br /&gt;
[[File:GTAVKSGpump.jpg|thumb|none|600px|Pumping the Kel-Tec.]]&lt;br /&gt;
[[File:GTAVKSG3rd.jpg|thumb|none|600px|The third person animation differs a bit by having the character hold the KSG straight down.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Shortened Mossberg 500==&lt;br /&gt;
The &amp;quot;Sawed-Off Shotgun&amp;quot; in the game is a truncated [[Mossberg 500]] in [[Serbu Super Shorty]] style, albeit with a little longer magazine tube, and short forend instead of the Serbu vertical grip. It comes with an 8-shell capacity (while a shotgun this size would only be able to hold somewhere like 3+1), and like with the larger Mossberg the reloading animation shows only one shell being inserted. It is the only shotgun in the base game capable of being used for drive-by shooting on motorcycles and boats (and even buses, prior to a patch). In ''GTA Online'', this weapon replaces the &amp;quot;Assault SMG&amp;quot; as the free weapon for Rockstar Social Club members, with the Assault SMG being a rank-based unlockable for all players.&lt;br /&gt;
&lt;br /&gt;
[[File:Moss500shorty.jpg|thumb|none|400px|Custom shortened Mossberg 500 shotgun with MP5K foregrip - 12 gauge]]&lt;br /&gt;
[[File:GTAVSerbuSuperShorty.jpg|thumb|none|600px|Trevor with a stumpy Mossberg 500 as first responders arrive at the Blaine County Savings Bank.]]&lt;br /&gt;
[[File:GTAVTrevorShortshotgun.jpg|thumb|none|600px|The shotgun fired towards the direction of Blaine County Sheriffs.]]&lt;br /&gt;
[[File:GTAVM500.jpg|thumb|none|600px|Holding the shorty Mossberg 500 over a reservoir in the Vinewood Hills.]]&lt;br /&gt;
[[File:GTAVM500ads.jpg|thumb|none|600px|Iron sight view.]]&lt;br /&gt;
[[File:GTAVM500pump.jpg|thumb|none|600px|Ejecting a fired shell.]]&lt;br /&gt;
[[File:GTAVM5003rd.jpg|thumb|none|600px|Ditto, from third person.]]&lt;br /&gt;
[[File:GTAVM500reload.jpg|thumb|none|600px|Reloading the &amp;quot;Sawed-Off Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 ==&lt;br /&gt;
The &amp;quot;Pump Shotgun&amp;quot; in the game resembles a slightly shortened [[Mossberg 590]] (somewhere between standard and Cruiser length) with an oversized forend, a heat shield and a Magpul CTR stock; it comes with an 8-shell magazine capacity. The reloading animation depicts only one shell being inserted, regardless of the number of shells loaded gameplay-wise. It is the standard shotgun of the LSPD and the LS County Sheriff's Department.&lt;br /&gt;
&lt;br /&gt;
[[Image:Moss590M4.jpg|thumb|none|500px|Mossberg 590 with heat shield, bayonet lug, and M4-type stock - 12 gauge]]&lt;br /&gt;
[[File:gtavm590hiest.jpg|thumb|none|600px|A Los Santos County deputy sheriff with a Mossberg 590 during the Paleto Bay heist.]]&lt;br /&gt;
[[File:GTAVM590.jpg|thumb|none|600px|M590 in first person view.]]&lt;br /&gt;
[[File:gtavm590iron.jpg|thumb|none|600px|The iron sights of a Mossberg equipped with a &amp;quot;Platinum&amp;quot; finish akin to the real world Mariner model.]]&lt;br /&gt;
[[File:GTAVM590reload.jpg|thumb|none|600px|Loading in the 12 gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Pump Shotgun Mk II&amp;quot;===&lt;br /&gt;
When upgraded to the Mk II version, the basis of the shotgun changes to a [[Remington 870]], but for some reason modeled with the right-side bolt handle of a semi-automatic shotgun. It features a different heat shield, a top rail, a Magpul MOE handguard, and a Magpul UBR stock.&lt;br /&gt;
[[File:SBS4E5REM 870.jpg|thumb|none|500px|Remington 870 with Aimtec Warhammer rail system, FAB Defense stock and pump, MAGPUL Back-Up Sights, and 1st generation Bushnell Holosight - 12 gauge. This is the screen-used gun from ''[[Strike Back - Season 4]]''.]]&lt;br /&gt;
[[File:PumpShotgunMkII-GTAV.jpg|thumb|none|500px]]&lt;br /&gt;
[[File:GTAV PumpShotgun MK2 (1).jpg|thumb|none|600px|The Pump Shotgun Mk II in the protagonist's hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] appears with an ACE folding stock and a rail (which has some similarity with Chaos quad rails) as the &amp;quot;Heavy Shotgun&amp;quot;, added with the &amp;quot;Last Team Standing&amp;quot; update. The weapon seems to resemble one of the American clones manufactured by Lone Star Arms. However, the receiver has been reused from the in-game [[Norinco Type 56-2]] (with the same markings on the fire selector, but different markings elsewhere), as noted by the rivet pattern and the AK dimples above the magazine. As a result, the fire selector is set to full-auto (as if it were a full-auto converted Saiga 12), despite the in-game weapon firing in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
It holds 6 slug shells in its magazine (12 with the &amp;quot;Extended Clip&amp;quot; attachment) and can also be fitted with a flashlight, a suppressor and an angled Magpul AFG2 foregrip. The &amp;quot;Further Adventures in Finance and Felony&amp;quot; update added a drum magazine attachment to some weapons, including the Saiga 12, which gains a capacity of 30 shells with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel and 20-round &amp;quot;Wraithmaker&amp;quot; drum magazine - 12 gauge]]&lt;br /&gt;
[[File:gtavs12.jpg|thumb|none|600px|Saiga 12 in FPS view.]]&lt;br /&gt;
[[File:gtavs12-1.jpg|thumb|none|600px|Iron sights, pointed at the &amp;quot;Annihilator&amp;quot; helicopter.]] &lt;br /&gt;
[[File:gtavs12-2.jpg|thumb|none|600px|Swapping the magazine after letting loose some &amp;quot;12 guage&amp;quot; slugs at nothing in particular.]]&lt;br /&gt;
[[File:gtavs12-3.jpg|thumb|none|600px|Third person view shows off the extended magazine, AFG, and flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barreled Shotgun==&lt;br /&gt;
A [[Sawed-Off Double Barreled Shotgun]] was added with the &amp;quot;Lowriders: Custom Classics&amp;quot; update. Rather than firing both barrels at once as is the norm for double-barrels in video games, the player character more sensibly (and less wrist-destroyingly) fires two shots in rapid succession when the fire button is pressed.&lt;br /&gt;
[[File:SBS-Shotgun ManOnFire.jpg|thumb|none|400px|Zabala short barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:GTAVsawnoff.jpg|thumb|none|600px|The double-barreled shotgun in a tight corridor.]]&lt;br /&gt;
[[File:GTAVsawnoffads.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the sawed-off.]]&lt;br /&gt;
[[File:GTAVsawnoff3rd.jpg|thumb|none|600px|Preparing to open up the barrels.]]&lt;br /&gt;
[[File:GTAVsawnoffreload.jpg|thumb|none|600px|Loading in both shells, note the smoke effects. The opening lever doesn't move.]]&lt;br /&gt;
[[File:GTAV Sawed-Off DBS (1).jpg|thumb|none|600px|The double-barreled shotgun in the protagonist's hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12 ==&lt;br /&gt;
A [[Franchi SPAS-12]] was added as the &amp;quot;Combat Shotgun&amp;quot; in the &amp;quot;The Cayo Perico Heist&amp;quot; update, unlocked for purchase by finding it in the titular heist. Unlike previous shotguns, the correct number of shells are reloaded depending on how many have already been fired, and the charging handle is only pulled on empty reloads.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;Combat PDW&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat PDW&amp;quot; is an integrally suppressed submachine gun available with the &amp;quot;Ill-Gotten Gains Part 1&amp;quot; DLC update; it is a hybrid weapon featuring parts of the [[SIG-Sauer MPX#SIG-Sauer MPX-SD|SIG-Sauer MPX-SD]] and the [[Heckler &amp;amp; Koch MP5]], as well as a unique small retractable stock. The handguard is similar to that of the MPX-SD (although it is modeled as if it covers the entirety of the suppressor), the receiver cutout for the collapsible stock is identical to it, and the right-side ejection port and magazine release button are very similar to those of early MPX prototypes. The weapon also has a Heckler &amp;amp; Koch MP5 style trigger guard and a similarly shaped (but deeper) magwell, as well as a left-side charging handle with a lock open feature just like the MP5.&lt;br /&gt;
&lt;br /&gt;
It holds 30 rounds by default (despite being clearly modeled with a 20-round magazine), expanding to a 60-round capacity held in a 30-round magazine. Following the GTA Online: Further Adventures in Finance and Felony update, it can be equipped with a 100-round drum magazine, even though the model resembles the Magpul D60 drum magazine (which, as the name suggests, holds 60 rounds) normally used on AR-15s.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX-SD.jpg|thumb|none|450px|SIG-Sauer MPX-SD, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:GTAVCombatPDW.jpg|thumb|none|600px|An online character with the &amp;quot;Combat PDW&amp;quot;.]]&lt;br /&gt;
[[File:GTAVMPXSDtrevor.jpg|thumb|none|600px|Trevor models the submachine gun outside his favorite gun shop.]]&lt;br /&gt;
[[File:GTAVMPXSDads.jpg|thumb|none|600px|Aiming, which is rather difficult to do without a rear sight, although the Aimpoint M2 can be used as an upgrade. Also note the HK style charging handle, which was likely done so the weapon could reuse animations from the regular SMG.]]&lt;br /&gt;
[[File:GTAV MPX (1).jpg|thumb|none|600px|Smacking the &amp;quot;Combat PDW&amp;quot; after loading in a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A3]] with an odd angular receiver seemingly based on the [[Taurus MT-40]] from ''[[Max Payne 3]]'' (resulting in a deeper magwell) appears as the &amp;quot;SMG&amp;quot;. It has a railed top and handguard, and a pistol grip similar to the one used on the Navy trigger pack. It holds 30 rounds in a 15-round magazine by default, and 60 in a 30-round mag when upgraded with the &amp;quot;Extended Clip&amp;quot; attachment. While it is probably supposed to use an HK slap-style reload, in the next-gen first-person view the player character is actually shown slamming the side of their fist against the charging handle, which would be unlikely to do much other than break the gun and hurt their fist as it slams against the handle.&lt;br /&gt;
&lt;br /&gt;
The MP5 can be equipped with a 100-round drum magazine after the &amp;quot;Further Adventures in Finance and Felony&amp;quot; update. However, it has the appearance of a single drum; a dual drum Beta C-Mag would be more appropriate for the 100-round capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:Taurus MT-40.jpg|thumb|none|450px|Taurus MT-40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:GTA V MP game shot.jpg|thumb|none|500px|The MP5 being fired by a male character in multiplayer.]]&lt;br /&gt;
[[File:GTAVMP5FPS1.jpg|thumb|none|600px|Franklin reloading his MP5 in first-person view.]]&lt;br /&gt;
[[File:GTAVMP5FPS2.jpg|thumb|none|601px|Aiming down the sights of the MP5 in first-person view. The iron sights seem to be based on the [[CZ Scorpion Evo 3]]. Note the gun is ejecting crimp-nosed blanks, though unusually their primers have been struck.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG Mk II&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gunrunning&amp;quot; update allows the MP5N to upgraded to the Mk2 variant, transforming it into a [[Heckler &amp;amp; Koch MP5K]], albeit without a foregrip. The front end and magazine resemble those of a [[SIG-Sauer MPX|SIG-Sauer MPX-K]]. Due to its stockless nature, it can be fired on motorcycles and boats. The Mk2 features a slightly higher damage output and rate of fire, and also possesses far more customization options like a C-More red-dot sight, tints, colors, camouflages, alongside various muzzle brakes and barrels.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with a SEF trigger group - 9x19mm]]&lt;br /&gt;
[[File:GTAVMP5K.jpeg|thumb|none|600px|A player with his customized MP5K.]]&lt;br /&gt;
[[File:GTAVMP5KFPV.jpg|thumb|none|600px|Reloading the MP5K with an HK slap, however nonexistent the locked position may be.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
A [[Mini Uzi]] is available as the &amp;quot;Micro SMG&amp;quot;, and is one of the non-pistol firearms that can be used while driving. It defaults to a 16 round magazine more normally used on the full-sized Uzi (the Mini Uzi usually being sold with a 12-rounder) and can be upgraded to use a 30-round 9mm magazine. The beta version had an incorrectly slanted magazine, but this was corrected for the final game. When the Scope attachment is added, the character unfolds the stock and properly shoulders the weapon, otherwise, the stock is folded and the weapon is fired from the hip. It is chambered in the oddly named &amp;quot;.45 ACB&amp;quot; (Uzis in .45 ACP exist but are uncommon compared to 9x19mm ones, and a .45 ACP magazine would hold fewer rounds than the game shows), and its charging handle is erroneously displayed as being reciprocating while the gun is fired.&lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|350px|IWI Mini Uzi - 9x19mm]]&lt;br /&gt;
[[File:Trevor jet ski ride.jpg|thumb|none|500px|Trevor with a Mini Uzi in the beta version.]]&lt;br /&gt;
[[File:GTAVMINIUZIFPS1.jpg|thumb|none|600px|Michael firing a Mini Uzi equipped with an AimPoint Micro T1 in first-person view while driving a car. The weapon's markings indicate that it is chambered in &amp;quot;.45 ACB&amp;quot;. Oddly, while driving cars the suppressor will disappear off any weapon fitted with one, though this does not happen while using a motorcycle. The goal of this seems to be in the interests of preventing the suppressor from clipping through the windshield.]]&lt;br /&gt;
[[File:GTAVMiniuzi.jpg|thumb|none|600px|The Mini Uzi in game.]]&lt;br /&gt;
[[File:GTAVMiniuziads.jpg|thumb|none|600px|Aiming down the rather obtrusive iron sights.]]&lt;br /&gt;
[[File:GTAVMiniuzifiring.jpg|thumb|none|600px|Letting out some lead; the charging handle is clipping with the scope rail.]]&lt;br /&gt;
[[File:GTAVMiniuzireloading.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:GTAVMiniuzireloading2.jpg|thumb|none|600px|Racking back the charging handle.]]&lt;br /&gt;
[[File:GTAVMiniuzi3rd.jpg|thumb|none|600px|Again in third person. Note that the stock is folded again in this perspective.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] appears as the &amp;quot;Machine Pistol&amp;quot;, added with the &amp;quot;Lowriders&amp;quot; update. It is a mini variant fitted with a slotted barrel extension and the rear sight resembles TEC-22. It holds 12 rounds in its magazine (20 with the &amp;quot;Extended Clip&amp;quot; attachment.)&lt;br /&gt;
&lt;br /&gt;
Its model is actually an HD &amp;quot;reimagining&amp;quot; of the modified TEC-9 introduced in version 2.0 of ''[[GTA: Vice City]]'' (and later used in ''[[GTA: San Andreas]]''), with similar differences from the real-world analogue in the form of a stylized &amp;quot;stepped&amp;quot; receiver.&lt;br /&gt;
&lt;br /&gt;
It can be equipped with a drum magazine after the &amp;quot;Further Adventures in Finance and Felony&amp;quot; update. However, this one has a capacity of merely 30 rounds, which in reality could simply be achievable with a 32-round standard box magazine; real drum magazines for the TEC-9 have a capacity of 72 rounds.&lt;br /&gt;
&lt;br /&gt;
[[image:TEC-DC9 barrel extension.JPG|thumb|none|350px|Intratec TEC-DC9 Mini with a slotted barrel extension - 9x19mm]]&lt;br /&gt;
[[File:GTAVTEC9-1.jpg|600px|thumb|none|Notice &amp;quot;Vom Feuer&amp;quot;, the TEC-9's fictitious manufacturer in the GTA universe, on the receiver.]]&lt;br /&gt;
[[File:Gtavtec9.jpg|thumb|none|600px|Multiplayer shenanigans result in this abomination. Note the &amp;quot;extended clip&amp;quot;.]]&lt;br /&gt;
[[File:Gtavtec9-1.jpg|thumb|none|600px|The TEC-DC9 in first person.]]&lt;br /&gt;
[[File:GTAVTec9ads.jpg|thumb|none|600px|Aiming the TEC-DC9, the misalignment is actually just from weapon sway and not an error. Note the Performance Services Generation 2 Butt Stock Quick Detach Sling Mount, and depressed charging handle that means the safety is on.]]&lt;br /&gt;
[[File:GTAVTec9reload.jpg|thumb|none|600px|Reloading a 9mm drum magazine. Note that it is based on airsoft Echo 1 GAT DRUM AEG Hicap Magazine instead of a proper converted Suomi drum.]]&lt;br /&gt;
[[File:GTAV Tec9 (1).jpg|thumb|none|600px|The right side of the Tec-DC9.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz. 82 Skorpion==&lt;br /&gt;
The [[Sa. Vz. 82 Skorpion]] appears in the Bikers DLC as the &amp;quot;Mini SMG&amp;quot;. It uses straight magazines, and the weapon's markings indicate that it is chambered in 9mm, both of which are characteristics of the Vz. 82 model. However, the way the magazine is fitted diagonally is reminiscent of the Vz. 61 variant. It reuses the TEC-DC9's reload animation; if the weapon is emptied and reloaded, the charging handle is not pulled to chamber a new round.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|thumb|none|350px|SA Vz. 82 Skorpion with spare magazines - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Skorpion-SA-VZ-61.jpg|thumb|none|350px|SA Vz. 61 Skorpion with 10 round magazine - .32 ACP]]&lt;br /&gt;
[[File:GTAVSkorpion.jpg|thumb|none|600px|The Vz. 82 in idle.]]&lt;br /&gt;
[[File:GTAVSkorpionaiming.jpg|thumb|none|600px|[[GoldenEye 007#Sa. Vz.61 Skorpion|&amp;quot;It's Klobberin' time!&amp;quot;]]]]&lt;br /&gt;
[[File:GTAVSkorpionads.jpg|thumb|none|600px|Iron sights of the Skorpion.]]&lt;br /&gt;
[[File:GTAVSkorpionreload.jpg|thumb|none|600px|Reloading, the pistol grip has the same wonky angles as the TEC-DC9.]]&lt;br /&gt;
[[File:GTAVSkorpion3rd.jpg|thumb|none|600px|Skorpion in third person; note the oversized charging handle.]]&lt;br /&gt;
[[File:GTAV Vz82 (1).jpg|thumb|none|600px|Right side of the Vz. 82.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928A1==&lt;br /&gt;
This gun is available with the Valentine's Day Massacre Special DLC as the &amp;quot;Gusenberg Sweeper&amp;quot;. It is modeled after a [[Thompson M1928A1]], but with a smooth barrel and a drum magazine that incorrectly holds 30 rounds. The &amp;quot;Extended Clip&amp;quot; attachment ups the ammo count to the correct 50 rounds. It shares an ammo pool and aiming reticle with the belt-fed machine guns instead of the sub-machine guns.&lt;br /&gt;
&lt;br /&gt;
The game incorrectly displays the gun's action as being closed-bolt instead of an open-bolt action.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1.jpeg‎|thumb|none|450px|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;br /&gt;
[[File:GTA V - Valentine's Day DLC.jpg|thumb|none|500px|The &amp;quot;Gusenberg Sweeper&amp;quot; in the official image of the DLC.]]&lt;br /&gt;
[[File:gtavthompson.jpg|thumb|none|600px|The Sweeper at nighttime. It is worth noting that the original Tommy Gun with a vertical foregrip was more suitable, but M1928A1 was obviously chosen most likely because so it can use the same hand positions, as the all other in-game SMGs.]]&lt;br /&gt;
[[File:GTAVThompsonads.jpg|thumb|none|600px|Iron sight view of the Tommy Gun.]]&lt;br /&gt;
[[File:GTAVThompsonreload.jpg|thumb|none|600px|Grabbing the drum.]]&lt;br /&gt;
[[File:GTAVThompsonreload2.jpg|thumb|none|600px|Chambering a round. As with a few other games, the bolt should be pulled back first in order to remove the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==Antique Musket==&lt;br /&gt;
A musket is added with the &amp;quot;Independence Day&amp;quot; DLC. This Musket is based on an English flintlock gun with a cross-over stock for left eye dominant made by Frd. And. Buresch circa 1800. Even though the &amp;quot;Independence Day&amp;quot; theme would imply that it is supposed to be some kind of an American Revolutionary War weapon, that appears to not be the case considering what actually it is based on.&lt;br /&gt;
&lt;br /&gt;
The weapon seems to be based on the M107 in terms of gameplay mechanics; it is extremely accurate, hugely powerful, and can penetrate multiple enemies if they are lined up; none of these are traits traditionally associated with a smoothbore musket firing lead balls. As can be expected for a muzzle-loading weapon, it has a very low rate of fire, taking several seconds to prepare a new round for firing. The animation is actually unrealistically short, however, showing player characters simply adding powder and a ball without using a ramrod, which would not allow either to be properly seated at the breech of the weapon. They also do not refill the flash pan, meaning the weapon would not actually fire, and the serpentine resets itself immediately after falling. For reasons which are not entirely clear, it counts as a shotgun. Though many smoothbore muskets can and have historically loaded buckshot for certain applications, they are not generally classified as shotguns. &lt;br /&gt;
[[File:Buresch cross-over stock flintlock c. 1800.jpg|thumb|none|400px|English flintlock gun with a cross-over stock for left eye dominant made by Frd. And. Buresch circa 1800]]&lt;br /&gt;
[[File:Musket GTA V.jpg|thumb|none|400px|In game model of the musket]]&lt;br /&gt;
[[File:gtavmusket.jpg|thumb|none|600px|The musket in FPS view.]]&lt;br /&gt;
[[File:gtavmusket1.jpg|thumb|none|600px|The iron's iron sight....]]&lt;br /&gt;
[[File:gtavmusket2.jpg|thumb|none|600px|Over the shoulder view of the muzzle loading.]]&lt;br /&gt;
[[File:gtavmusket3.jpg|thumb|none|600px|The contemporary minuteman makes a bold statement in the wee hours....]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Assault SMG&amp;quot;==&lt;br /&gt;
This fictional assault rifle (classified in-game as an SMG) described as firing the also fictional 6x30mm cartridge is a bonus unlock for players who join the Rockstar Social Club; it bears a resemblance to several real guns, particularly the [[Magpul PDR#Magpul PDR-C|Magpul PDR-C]] and [[FN P90#P90 TR|FN P90 TR]]. It can be fitted with a 30 or 60 round magazine. In ''GTA Online'', this weapon is a rank-based unlock for all players, with the Sawed-Off Shotgun replacing it as the free weapon for Social Club members.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:SC SMG.jpg|thumb|none|601px|Franklin holds the &amp;quot;Assault SMG&amp;quot; as he hopes his disguise will protect him from pointless smartphone apps.]]&lt;br /&gt;
[[File:GTAVPDRads.jpg|thumb|none|600px|Out in the wilderness, Trevor aims his frankenPDW as far away from society as possible.]]&lt;br /&gt;
[[File:GTAVPDRreload.jpg|thumb|none|600px|Inserting a new magazine. The pistol grip actually looks very much like that of an Arctic Warfare stock.]]&lt;br /&gt;
[[File:GTAVPDRreload2.jpg|thumb|none|600px|Pulling the left side charging handle, presumably this animation is reused from the Type 56-2.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bullpup Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Bullpup Rifle&amp;quot; is a fictional carbine consisting of the rear of a [[Norinco Type 86S]], [[QBZ-95-1]] midsection and lower handguard, Norinco QBZ-95 selector switch and LAPA FA03 for the front part and cooling vents. It is added with the &amp;quot;High Life Update&amp;quot; as a part of the ''GTA Online'' &amp;quot;Spring Update&amp;quot;. In-game it is said to be a Chinese import. Its front sight is recycled from the GTA IV Carbine Rifle, and the weapon uses the same magazine models from the Type 56, as does the real world Type 86S.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[Image:Type86s.jpg|none|thumb|400px|Norinco Type 86S - 7.62x39mm]]&lt;br /&gt;
[[File:GTA Online Spring Update.jpg‎|thumb|none|600px|An official image of the DLC.]]&lt;br /&gt;
[[File:gtavqbz.jpg|thumb|none|600px|A long overdue capture of the hybrid Norinco rifle out in the wild, with a few modifications.]]&lt;br /&gt;
[[File:gtavqbz-1.jpg|thumb|none|600px|Reloading, this time closer to civilization.]]&lt;br /&gt;
[[File:GTAVQBZads.jpg|thumb|none|600px|Iron sights of the Chinese rifle.]]&lt;br /&gt;
[[File:GTAVQBZreload.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:GTAV QBZshemagh.jpg|thumb|none|600px|The &amp;quot;Bullpup Rifle&amp;quot; also adorns one of the keffiyahs that players can wear in GTA Online.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bullpup Rifle Mk II&amp;quot;===&lt;br /&gt;
Following the Doomsday Heist update, the Bullpup Rifle can be upgraded to Mk II status, which gives it a carrying handle similar to that of the [[HS Produkt VHS-D2]] and more customization options.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|400px|VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Carbine Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Carbine Rifle&amp;quot; is a [[M16 rifle series|custom AR-15 carbine]] consisting of an ACE skeleton stock incorrectly portrayed as collapsible, Northtech Billet lower receiver with an ergonomic pistol grip, VLTOR upper receiver, a handguard resembling the Daniel Defense MFR 9.0, and a 10.5&amp;quot; barrel with an AAC Blackout flash hider. Its sights are a rear folding backup sight probably based on the MBUS and a Troy folding front battle sight. It can be fitted with an ELCAN SpecterDR scope, which is incorrectly depicted as a simple red dot sight, flashlight, 30 or 60 round magazine, a Magpul AFG2 foregrip, and a sound suppressor. Due to the silver color of the bolt carrier group and the very flat shape, it is probably modelled from an Airsoft gun rather than a real AR-15.&lt;br /&gt;
&lt;br /&gt;
The extended magazine seems to be based on a 40 round one; it is only slightly longer than a 30-rounder, and is still a double-stack configuration. For a magazine of the length shown to hold sixty rounds, it would have to be a much thicker quad stack casket-type magazine.&lt;br /&gt;
&lt;br /&gt;
The GTA Online: Further Adventures in Finance and Felony update gives it the ability to equip a box of 100 rounds, oddly having the appearance of an LMG-style belt box, whereas a 100-round Beta C-Mag would have been much more appropriate. &lt;br /&gt;
&lt;br /&gt;
[[Image:Gtavcarbinerifle2.jpg|thumb|none|601px|During the prologue mission's bank heist, Michael lays down his &amp;quot;Carbine Rifle&amp;quot; as he loads up a bag with cash.]]&lt;br /&gt;
[[Image:GTAV-Carbine-2.jpg|thumb|none|600px|As the gang make their escape, Trevor fires on pursuing police cars with his carbine.]]&lt;br /&gt;
[[File:GTAV AR15.jpg|thumb|none|601px|Trevor holds a fully upgraded carbine, with an ELCAN SpecterDR scope, Magpul AFG2, extended magazine, and sound suppressor. Note that the folding front sight is not folded down on the in-world model when the ELCAN is mounted.]]&lt;br /&gt;
[[Image:Gtavcarbinerifle.jpg|thumb|none|601px|Reloading the carbine in third person. Unlike previous games, the player character actually drops the magazine, pulls back on the charging handle, and (at least in this case) ejects a round when reloading mid-mag.]]&lt;br /&gt;
[[File:GTAVAR15FPS1.jpg|thumb|none|601px|Franklin uses an equally kitted-out carbine in first person; note that on the first-person model, the front sight is shown folded down when the ELCAN scope is fitted.]]&lt;br /&gt;
[[Image:GTAV-Carbine-1.jpg|thumb|none|600px|Trevor reloads his carbine rifle during the prologue; note the fire selector is actually in the correct position. For some reason, the first-person model's charging handle is always shown pulled back slightly; this does not happen on the in-world model.]]&lt;br /&gt;
[[File:GTAVAR15boxmag.jpg|thumb|none|600px|View of the strange 100 IAR box magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Carbine Rifle Mk II&amp;quot;===&lt;br /&gt;
The Gunrunning update allows the AR-15 to be upgraded to Mk2 status, which makes it look like a Salient Arms International Tier One AR-15 or a Taran Tactical Ultralight. Like other Mk2 weapons, it is highly customization with many scope, camouflage/tint, and barrel options. Interestingly the extended magazine option actually displays a correct quad-stack magazine and has the correct capacity of 60 rounds. It can also be swapped to use different ammunition types, such as FMJ and Armor Piercing,with a lower capacity. The suppressor is no longer covered by the handguard and is mounted to the muzzle, similar to the in game CTAR-21.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-CarbineMK2.jpg|thumb|none|600px|A player with a decked out MK2 Carbine; note the casket magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Compact AK==&lt;br /&gt;
A compact AK derivative appears in GTA Online as the &amp;quot;Compact Rifle&amp;quot; in the &amp;quot;Lowriders: Custom Classics&amp;quot; DLC. The main receiver is reused from the [[Norinco Type 56-2]] mentioned below, having the same rivet pattern, smooth dust cover, selector markings, and ''even'' serial number. The barrel and handguard are very shortened, with the length being between the [[Draco Pistol|Mini Draco]] and the Micro Draco Romanian AK Pistol. The weapon lacks a stock, and is fitted with a flash hider similar to that of the Bulgarian [[Arsenal AR-SF]].&lt;br /&gt;
&lt;br /&gt;
Initially, the only attachment available was a 60-round extended magazine (modeled after a 40-rounder), but the option to equip a 100-round drum magazine was later added in the GTA Online: Further Adventures in Finance and Felony update.&lt;br /&gt;
&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|400px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Romanian Micro Draco.jpg|thumb|none|350px|Romanian AK Micro Draco Pistol - 7.62x39mm]]&lt;br /&gt;
[[File:GTAV-CompactRifle.jpg|thumb|none|600px|FPS view of the compact AK.]]&lt;br /&gt;
[[File:GTAV-CompactRifle-ADS.jpg|thumb|none|600px|Aiming. The RIS rail (based on the Midwestern Industries railed AK scope mount) serves as a rear sight; there is no scope upgrade for the &amp;quot;Compact Rifle&amp;quot; though.]]&lt;br /&gt;
[[File:GTAV-CompactRifle-3rd.jpg|thumb|none|600px|Inserting a bakelite magazine.]]&lt;br /&gt;
[[File:GTAV-CompactRifle-Reload.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] is seen in the in-game trailer for fictitous movie ''[[Rise of the Planet of the Apes|The Simian]]'', but with a different buttstock. It was originally going to be available for use as the &amp;quot;Heavy Rifle&amp;quot;, but was cut from the final game possibly because it did not correctly fit into the characters' holding animation. It was finally made available in GTA Online with &amp;quot;The Contract&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The in-game SCAR has its gas tube flipped upside down, and its magazine well hybridizes elements from both the real life Mk.27 later version and [[Mk.11]].&lt;br /&gt;
[[Image:FN SCAR -1-.jpg|thumb|none|400px|First Generation FN SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVHeavyRifle.jpg|thumb|none|400px|Render of the cut SCAR-H.]]&lt;br /&gt;
[[File:GTAV-SCAR.jpg|thumb|none|600px|The SCAR-H in the hands of the chimpanzees.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]], called the &amp;quot;Special Carbine&amp;quot; in-game, is part of the Business Update DLC. It incorrectly has a 6 vent-holes on the short C handguard, and utilizes straight metal magazines similar to the [[Galil 7.62 ARM]]. It also has a custom charging handle that juts out on both sides of the weapon, rather than a flush charging handle. The next-gen version is also shown with ejection ports on both sides of the weapon. It can also upgraded to Mk.2 status, changing its handguard and stock. Also use STANAG magazine.&lt;br /&gt;
&lt;br /&gt;
The G36C can be equipped with a 100-round Beta C-Mag after the GTA Online: Further Adventures in Finance and Felony update.&lt;br /&gt;
&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[Image:GTAV-G36-1.jpg|thumb|none|600px|Franklin takes a moment out from a drive in the country to show off his trigger discipline.]]&lt;br /&gt;
[[File:GTAVG36FPS.jpg|thumb|none|600px|The G36C in first-person view on next-gen gaming systems. This G36C mounts an ELCAN SpecterDR scope, Magpul AFG, and suppressor.]]&lt;br /&gt;
[[File:GTAVG36ads.jpg|thumb|none|600px|Iron sights of the G36.]]&lt;br /&gt;
[[File:GTAVG36reload.jpg|thumb|none|600px|Michael preparing to give the charging handle a tug. Note an empty casing is ejecting too early for some reason.]]&lt;br /&gt;
[[File:GTAVG363rd.jpg|thumb|none|600px|Ditto, however the casing is better timed in third person. A spent magazine is on the ground under the pistol grip as well.]]&lt;br /&gt;
[[File:GTAVG36cmag.jpg|thumb|none|600px|View of the Beta C-Mag.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Compact Tavor CTAR-21==&lt;br /&gt;
The &amp;quot;Advanced Rifle&amp;quot; appears to be a [[IMI Compact Tavor CTAR-21]] with a raised scope mount. It has an open pistol grip with a traditional trigger guard (similarly to the MTAR-21) instead of the real CTAR-21's closed handguard. A screenshot previously released by Game Informer showed a more correctly modeled CTAR-21 with a green finish. It can be fitted with a red dot sight based on an Aimpoint M2 with the M4S battery storage location, flashlight, suppressor, and a 30 or 60 round (based on a 40 round) magazine.&lt;br /&gt;
[[File:IMI CTAR-21 Tavor.jpg|thumb|400px|none|IMI Compact Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:GTAVPossibleAUG.jpg|thumb|none|600px|Michael with a correctly modeled CTAR-21 from an early pre-release screenshot.]]&lt;br /&gt;
[[File:GTA5G11.jpg|thumb|600px|none|Michael firing a CTAR-21. Note the RIS rail instead of the scope. There is a rear sight attached, but no front sight, which would make aiming difficult.]]&lt;br /&gt;
[[File:Three'sCompanyGameplay PS4 Screenshot.jpg|thumb|600px|none|A shot during the same mission on the Enhanced Version. Note the weapon model now has a front sight.]]&lt;br /&gt;
[[File:GTAVTavor.jpg|thumb|600px|none|A scoped Tavor, as seen from Trevor's point of view during the ''Three's Company'' mission.]]&lt;br /&gt;
[[File:GTA5-Tavor-Helicopter.jpg|thumb|none|600px|A closer shot of the CTAR-21, showing that the D-guard is no longer present. The old generation model also has no front sight.]]&lt;br /&gt;
[[File:GTAVTar21sights.jpg|thumb|none|600px|ADS of the CTAR-21.]]&lt;br /&gt;
[[File:GTAVTar213rd.jpg|thumb|none|600px|Third person perspective of the reload animation.]]&lt;br /&gt;
[[File:GTAVTar21reload.jpg|thumb|none|600px|Chambering a round in first person.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-2==&lt;br /&gt;
The &amp;quot;Assault Rifle&amp;quot; is a [[Norinco Type 56-2]], identifiable by the full ring front sight and the side folding stock. The weapon is fitted with an aftermarket LHV-47 handguard and ergonomic pistol grip, and can be customized with a red dot sight (which resembles an Aimpoint Micro T1), Magpul AFG2, flashlight, suppressor (based on the PBS-1 suppressor of the [[AKS-74U]]), and a 30 or 60 round magazine (the latter being modeled after a 40-round mag). After the GTA Online: Further Adventures in Finance and Felony update, it can be equipped with a 100-round drum magazine as well.&lt;br /&gt;
&lt;br /&gt;
Despite the weapon being a Chinese Type 56, it is shown with &amp;quot;АВ-ОД&amp;quot; Cyrillic markings on the fire selector, and while the front sight is appropriately hooded, it is actually narrower like that of the [[AKM]]. Additionally, the rifle is modeled with an [[AK-74]]'s 90 degree gas block, but with the bayonet lug shown at the rear (like a Type 56) rather than the front.&lt;br /&gt;
&lt;br /&gt;
It is the standard low-rank assault rifle and is frequently seen in the hands of gang members in later missions; more oddly, it is also seen in the hands of Merriweather PMC operators and US Army and Marine Corps troops at Fort Zancudo, though in the latter case the gate guards at least use the fictional AR-15 carbine rifle. In GTA Online: Doomsday Heist it is also incorrectly used by a Russian Spetsnaz team, while Russian-made guns like the [[AK-103]] should be more appropriate.&lt;br /&gt;
[[Image:Type56-2.jpg|thumb|none|400px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[Image:GTAV-Type56.jpg|thumb|none|600px|Fearing the sight of Michael's Type 56-2, Los Santos' finest attempt a rather unorthodox escape.]]&lt;br /&gt;
[[Image:GTAV-Type56-2.jpg|thumb|none|600px|Beta Norinco Type 56-2 with sound suppressors. Note Michael in the back, displaying excellent trigger discipline.]]&lt;br /&gt;
[[Image:Gtavgun5.jpg|thumb|none|600px|Lamar hiding behind a car during a street gang fight with a Type 56-2.]]&lt;br /&gt;
[[Image:Gtavgun10.jpg|thumb|none|600px|Trevor uses his Type 56-2 while riding on the wing of a plane. In this section, the gun has unlimited ammunition and does not need to reload.]]&lt;br /&gt;
[[File:GTAVType56ads.jpg|thumb|none|600px|As a few games tend to do, the iron sights on the Norinco Type 56 are a little misaligned.]]&lt;br /&gt;
[[File:GTAVType563rd.jpg|thumb|none|600px|Trevor inserting a fresh drum magazine, with a few more spent drums on the ground.]]&lt;br /&gt;
[[File:GTAVType56reload.jpg|thumb|none|600px|Charging the bolt.]]&lt;br /&gt;
[[Image:GTA 5 ak art.jpg|thumb|none|600px|Concept art showing rifles. This image appears in the game as a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Assault Rifle Mk II&amp;quot;===&lt;br /&gt;
The Type 56-2 can be upgraded to Mk 2 status after the Gunrunning update, which substitutes the folding stock with a sliding stock, and adds an AKM's non-hooded front sight and ribbed receiver cover. It also adds a handguard that is vaguely reminiscent of the one present on the 2016 model of the [[AK-12]]. The bayonet lug underneath the gas block is still the same though, and the gas tube still has vents, albeit positioned lower. Oddly, while the left side of the weapon retains the Type 56's rivet pattern, the right side gains an AKM's rivet pattern.&lt;br /&gt;
&lt;br /&gt;
The damage is increased, and ammunition types can be swapped similarly to the Carbine Rifle Mk 2. It is heavily customizable, possessing the same level of customization as the Carbine Rifle with muzzles, camouflages and tints.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAVMk2AK.jpg|thumb|none|600px|A player character with his customized Mk 2 Type 56.]]&lt;br /&gt;
[[File:GTAVMk2AKFPV.jpg|thumb|none|600px|Same weapon, first person view.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini Thirty==&lt;br /&gt;
The [[Ruger_Mini-14#Ruger_Mini_Thirty|Ruger Mini Thirty]] appears as the &amp;quot;Marksman Rifle&amp;quot;, added to the sniper rifles class with the &amp;quot;Last Team Standing Update&amp;quot; DLC. It has an ACE Skeleton stock (incorrectly shown as collapsible, as on the Carbine Rifle), and feeds from curved box magazines similar to those used by various rifles chambered in Soviet 7.62x54mmR or 7.62x39mm. It comes equipped with a scope and 8-round mags (16 with the &amp;quot;Extended Clip&amp;quot; attachment) and can also be fitted with a flashlight, a suppressor, and an angled Magpul AFG2 foregrip. Oddly, it ejects larger cartridges than the .50 BMG Heavy Sniper, when it should eject a much smaller casing. A major advantage this rifle had over the other two sniper rifles in the last-gen versions was that the player character could move while aiming through the scope. This, however, came at a cost of a relatively low-power scope with fixed magnification. The next-gen versions default to allowing characters to move while aiming sniper rifles (this was made an option on the previous generation version), meaning the Mini Thirty's advantages are limited to higher capacity and rapid fire. The rifle also features the same gas system as an M14, giving it some resemblance to a rifle of the EBR family. &lt;br /&gt;
[[Image:Rugermini30clydearmory.jpg|thumb|none|400px|Ruger Mini Thirty with Clyde Armory SCAR stock chassis - 7.62x39mm.]]&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|400px|M39 Enhanced Marksman Rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVMarksmanRifle.jpg|thumb|none|400px|The game's Mini Thirty model (here without the scope).]]&lt;br /&gt;
[[File:gtavmini30.jpg|thumb|none|600px|The Ruger in first person view.]]&lt;br /&gt;
[[File:gtavmini30-1.jpg|thumb|none|600px|Reloading, note the AR-15 fire selector.]]&lt;br /&gt;
[[File:gtavmini30-2.jpg|thumb|none|600px|Traditional third person shows off the eastern block style magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Marksman Rifle Mk II&amp;quot;===&lt;br /&gt;
Upgrading the &amp;quot;Marksman Rifle&amp;quot; to Mk II status gives it a longer handguard and gas block, as well as a straighter magazine, making the rifle resemble a [[Mk. 14 Mod 1 EBR|Mk 14 Mod 1 EBR]]. It also has a stock similar to the JAE-100 G3 stock.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|400px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|400px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 ==&lt;br /&gt;
A visually modified [[Steyr AUG A3]] was added as a &amp;quot;Military Rifle&amp;quot; in the &amp;quot;The Cayo Perico Heist&amp;quot; update. The AUG A3 can be equipped with a 45-round extended mag, Aimpoint sight, flashlight and suppressor. The rifle is also used by El Rubio's mercenaries around Cayo Perico.&lt;br /&gt;
[[Image:SteyrAUGA3.jpg|thumb|none|400px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm.]]&lt;br /&gt;
[[File:GTAV AUG (1).jpg|thumb|none|600px|One of El Rubio's mercenaries aiming a rifle a cutscene after the guards spot the protagonist.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW-F==&lt;br /&gt;
An [[Accuracy International AW|Accuracy International AW-F]] is the standard sniper rifle in the game, with a 10-round magazine, though the ingame magazine juts out further from the weapon, and should logically hold closer to 20 rounds due to its size. At the start of the mission &amp;quot;Nervous Ron&amp;quot;, Trevor intimidates the clerk at his local AmmuNation into giving him this rifle as well as a high-powered scope and suppressor for free. Oddly, when doing missions for Cleetus the weapon is automatically reverted to the standard scope and paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|400px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVAccuracyInternationalAW.jpg|thumb|601px|none|Dave Norton readies his AW-F during the Prologue.]]&lt;br /&gt;
[[Image:GTAV-AW-1.jpg|thumb|none|600px|Michael holds an AW-F as he ignores Trevor's unsuccessful attempts to disguise himself as a human being.]]&lt;br /&gt;
[[Image:GTAV-AW-2.jpg|thumb|none|600px|Out hunting with Cleetus, Trevor reloads his AW-F. Note the smaller default scope.]]&lt;br /&gt;
[[Image:GTAV-AW-3.jpg|thumb|none|600px|The AW-F partway through a first-person reload. Since the weapon does not have to be unscoped to do this, it is entirely possible to go the whole game without ever seeing this animation.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
A [[Barrett M107]] incorrectly shown with a raised full length scope rail like an M82A3 (but styled after the short raised rail of the A1) is available as the &amp;quot;Heavy Sniper&amp;quot;. It incorrectly holds 6 rounds per magazine instead of 10, and the magazine itself is wrongly shown being inserted straight rather than rocked into the magazine well. When aiming down the scope, probably due to an oversight, the sound of a bolt operation can be heard after each shot, despite the weapon being semi-automatic; however, it isn't heard when firing without aiming. The M107 is also used on an electronic rig in the back of a van to shoot down Javier Madrazo's commercial jet in the mission ''Caida Libre''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[Image:GTAV-Barrett-1.jpg|thumb|none|600px|During the mission &amp;quot;Three's Company&amp;quot;, a dramatic closeup shows Franklin attempting to aim the Barrett using his mind.]]&lt;br /&gt;
[[Image:GTA5-Buzzard-1.jpg|thumb|none|600px|During a hunting side mission, Trevor carries a Barrett M107 as he encounters the wrong kind of Buzzard.]]&lt;br /&gt;
[[Image:gtavm82van.jpg|thumb|none|600px|Close up of the Barrett mounted in the back of the van in ''Caida Libre.'' Note the magwell and raised top rail bear some resemblance to the first generation AS50.]]&lt;br /&gt;
[[Image:gtavm82remote.jpg|thumb|none|600px|The high tech ballistics targeting system is used against an unsuspecting airplane. In normal gameplay, the weapon actually fires hitscans.]]&lt;br /&gt;
[[File:Gtavm82hipfire.jpg|thumb|none|600px|The Barrett, as aimed from the hip.]]&lt;br /&gt;
[[File:GTAVM82reload.jpg|thumb|none|600px|Reloading the M107 in first person.]]&lt;br /&gt;
[[File:GTAVM82reload2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Heavy Sniper Mk II&amp;quot;===&lt;br /&gt;
The Barrett can be upgraded to Mk II status in multiplayer in the &amp;quot;Gunrunning&amp;quot; update, which now takes design ques from the [[Serbu BFG-50A|Serbu BFG-50A]], including its stock, vented handguard, charging handle and muzzle brake. The Mk2 Barrett not only increases the damage, but also allows the use of a suppressor, an (also incorrect) 8-round magazine, explosive rounds, alongside night vision and thermal optics.&lt;br /&gt;
[[Image:Bfg50A.jpg|thumb|none|500px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:GTAVBarrettMk2.jpg|thumb|none|600px|A player skulking around with his M107, Mk2 Edition.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A handheld [[GE M134 Minigun]] is available for the heavy weapon slot; the weapon is shown with no power supply or ammo feed, and loads every round the player has at once (a maximum capacity of 9999 rounds). The M134 is also seen in the non-playable FPS ''Righteous Slaughter 7''. &lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTA5 early minigun.jpg|thumb|none|600px|Franklin firing a handheld GE M134 in an early screenshot.]]&lt;br /&gt;
[[File:GTAVGEM134(2).jpg|thumb|none|600px|Jimmy's player character in ''Righteous Slaughter 7'' appears to have taken a visit to the [[Doom]] universe and brought back a minigun as a souvenir.]]&lt;br /&gt;
[[File:GTAVGEM134(3).jpg|thumb|none|600px|In an effort by Rockstar to outdo their last badass bank robbery, Trevor confronts the cops outside the bank with a handheld M134 minigun.]]&lt;br /&gt;
[[File:GTAVGEM134Closeup.jpg|thumb|none|600px|A closeup on Trevor's minigun as he prepares to unleash hell.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid FN Minimi Derivative==&lt;br /&gt;
The &amp;quot;Combat MG&amp;quot; featured in the game is a fictional hybrid of several [[FN Minimi]] variants, with the buttstock of an [[M60]]. The weapon is visually similar to the Mk 48 variant, but has the STANAG adaptor of a standard M249 SAW. The lower handguard is visually halfway between the M249 and M60, and the heat shield is low-profile with a sloped front like a Mk 46 Mod 1 but has a top rail like a Mod 0. To add to the confusion, the side of the weapon indicates &amp;quot;7.62 mm&amp;quot; which would only be correct for a Mk 48. It can accept all attachments except the flashlight and suppressor, and can be fitted with a 100 or 200 round belt. By default the weapon is fired from the hip, but when the Scope attachment is added the character will actually shoulder the weapon and fire it like an assault rifle. Michael is given one for free during the mission &amp;quot;Blitz Play&amp;quot; equipped with a scope and grip, and the weapon become available at Ammu-Nation afterwards. For some reason, the mission &amp;quot;Monkey Business&amp;quot; seems to steal Michael's Minimi, meaning he will have to purchase it again afterwards.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk48mod1.jpg|thumb|none|400px|FN Mk 48 Mod 1 - 7.62x51mm NATO. Visually the most similar Minimi variant.]]&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GTAVCombatMG.jpg|thumb|none|600px|Michael holds a fully modded Minimi derivative as he wonders what his car is doing up there.]]&lt;br /&gt;
[[Image:Gtavmk48.jpg|thumb|none|600px|Franklin reloads his LMG during a shootout with LSPD first responders.]]&lt;br /&gt;
[[File:GTAVM249reload.jpg|thumb|none|600px|Charging the weapon, note an ejected casing.]]&lt;br /&gt;
[[Image:gtavmk48-1.jpg|thumb|none|600px|Michael watches Trevor wave a stumpy M500 at terrified civilians. Note the tell-tale STANAG magwell.]]&lt;br /&gt;
[[File:GTAVM249ads.jpg|thumb|none|600px|Iron sights of the &amp;quot;Combat MG&amp;quot;.]]&lt;br /&gt;
[[File:GTAV Minimi (1).jpg|thumb|none|600px|Inspecting a shiny Minimi.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Combat MG Mk II&amp;quot;===&lt;br /&gt;
After the Gunrunning update, it can be upgraded to Mk II status in multiplayer, which gives it a shorter barrel and heat shield similar to the [[M60E4]], as well as more customization options including ammunition types. Bizarrely, the stock appears to be from a [[Heckler &amp;amp; Koch G36|G36]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E4.jpg|thumb|none|450px|M60E4 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVMk2CombatMG.jpg|thumb|none|600px|A player character standing idle with his Mk2 Minimi derivative; note the bizarre stock.]]&lt;br /&gt;
[[File:GTAVMk2CombatMGFiring.jpg|thumb|none|600px|The same player character uses his Mk2 Minimi to punch an unfortunate squad car full of holes]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
A [[PK Machine Gun|PKM]] with synthetic furniture, a significantly shorter gas tube and an RIS handguard similar to that of the DSA RPD appears as the &amp;quot;MG&amp;quot;. It has an RPD circular drum, which could not attach to the socket under the PKM, and with a strange capacity of 54 rounds by default, but the &amp;quot;Extended Clip&amp;quot; attachment gives it a standard PKM belt box with the correct capacity of 100 rounds. While the belt correctly feeds from right to left, the charging handle is incorrectly present on the left side of the weapon instead of the right. Oddly, the PKM is unlocked at Ammu-Nation after the &amp;quot;Combat MG&amp;quot;, despite being an inferior weapon with fewer upgrade options, though it can be found hidden in the game world prior to this. A fully upgraded PKM is the standard armament of the &amp;quot;Dune FAV&amp;quot;.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM - 7.62x54mm R]]&lt;br /&gt;
[[Image:DS Arms RPD.jpg|thumb|none|400px|DS Arms RPD - 7.62x39mm]][[File:GTAVMG.jpg|thumb|none|400px|In game model of the PKM.]]&lt;br /&gt;
[[Image:gtavpkm.jpg|thumb|none|600px|PK with all attachments.]]&lt;br /&gt;
[[Image:gtavpkm-1.jpg|thumb|none|600px|Despite the underbarrel rail, it cannot take the game's angled foregrip.]]&lt;br /&gt;
[[File:GTAVPKMreload.jpg|thumb|none|600px|Feeding in an ammunition belt.]]&lt;br /&gt;
[[File:GTAVPKMreload2.jpg|thumb|none|600px|Pulling the wrong-sided bolt back.]]&lt;br /&gt;
[[Image:gtavpkm-2.jpg|thumb|none|600px|PK machine gun in third person. Fingerless gloves are all but mandatory.]]&lt;br /&gt;
[[File:gtavpkm-3.jpg|thumb|none|600px|View of the machine gun's iron sights.]]&lt;br /&gt;
[[File:GTAVmountedPK.jpg|thumb|none|600px|Operating the FAV-mounted PKM in first person.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
What appears to be a [[FIM-92 Stinger]] (though the launch tube seems to have a slimmer profile, closer to an [[SA-7 Grail]]) is added as the &amp;quot;Homing Launcher&amp;quot; with the &amp;quot;Festive Surprise&amp;quot; DLC. It is incorrectly shown as reloadable with a muzzle-loaded round, most likely so the reloading animation for the RPG-7 could be re-used for it. The actual &amp;quot;reloading&amp;quot; procedure for a Stinger would be to swap the gripstock to another missile tube and replace the BCU.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:GTAVStinger.jpg|thumb|none|600px|A mean-faced anarchist models the FIM-92.]]&lt;br /&gt;
[[File:GTAVStinger2.jpg|thumb|none|600px|FPS view of the Stinger.]]&lt;br /&gt;
[[File:GTAVStinger3.jpg|thumb|none|600px|Locking on to a stationary helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Firework Launcher&amp;quot;==&lt;br /&gt;
What appears to be a homemade [[Panzerschreck]] composed mostly of cardboard was added as the &amp;quot;Fireworks Launcher&amp;quot; with the &amp;quot;Independence Day&amp;quot; DLC released in July 2014. It is fitted with a muzzle-loaded firework rocket instead of the normal rear-loaded hollow charge, and is also painted with the American flag. It was a limited time only item in ''GTA Online'' and is also the only DLC weapon to be removed from GTA V's story mode; after it was removed it was no longer available in Ammu-Nation, though the Fireworks Launcher would remain in the inventory of any player character who still had ammunition for it in singleplayer. It has so far been available twice in the Xbox One and PS4 versions; it was available on December 25th 2014 and again on January 1st 2015. So far, there is no way to acquire it during gameplay in the PC version.&lt;br /&gt;
&lt;br /&gt;
The Firework Launcher is essentially a toy rather than an effective weapon; even firing it at the player character's own feet will only cost about half their health, and rockets are more expensive than rounds for the RPG-7.&lt;br /&gt;
&lt;br /&gt;
As a note of trivia, while the idea of a cardboard Panzerschreck is certainly absurd, it is not purely fictional; in fact, one of Germany's last-ditch weapon plans towards the end of World War 2 was a version of the Panzerschreck made from a wood pulp-based leather substitute called &amp;quot;Presstoff&amp;quot;. Unlike the in-game weapon, however, this didn't just fire fireworks - it fired actual, full-power 88mm rockets. This project went nowhere, and only really existed in the first place because period fiberglass was too brittle to use in this application.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|Panzerschreck rocket launcher - 88mm]]&lt;br /&gt;
[[File:Fireworks Launcher GTA V.jpg|thumb|none|300px|Michael with the &amp;quot;Fireworks Launcher&amp;quot;.]]&lt;br /&gt;
[[File:GTAVfireworks.jpg|thumb|none|600px|Overlooking Los Santos, DIY Panzerschreck in hand.]]&lt;br /&gt;
[[File:GTAVfireworksads.jpg|thumb|none|600px|Looking through the optic, which easily rivals a $1,000 Leopold scope in quality and precision.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GLM==&lt;br /&gt;
The Compact EMP Launcher included in the GTA Online: The Contract update is based on the [[Heckler &amp;amp; Koch GLM]].&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|400px|none|Heckler &amp;amp; Koch GLM in standalone configuration - 40x46mm]]&lt;br /&gt;
[[File:GTAOnline-H&amp;amp;KGLM.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
A shortened version of the [[M79 grenade launcher]] with a pistol grip appears as the &amp;quot;Compact Grenade Launcher&amp;quot;, added with the &amp;quot;Bikers&amp;quot; DLC. It shares ammo and fires the same kind of bouncy round as the Mark 14 MGL. When reloading, the spent casing isn't ejected; instead, it disappears before a new grenade is inserted.&lt;br /&gt;
[[File:M79 PistolGrip.jpg|thumb|none|400px|M79 grenade launcher with pistol grip - 40x46mm]]&lt;br /&gt;
[[File:GTAVM79.jpg|thumb|none|600px|M79 &amp;quot;pirate pistol&amp;quot; in idle.]]&lt;br /&gt;
[[File:GTAVM79ads.jpg|thumb|none|600px|The rear leaf sight was later charged with desertion.]]&lt;br /&gt;
[[File:GTAVM79reload.jpg|thumb|none|600px|Opening up the barrel.]]&lt;br /&gt;
[[File:GTAVM793rd.jpg|thumb|none|600px|Eventually the commando succeeded in knocking down the giant orange.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14 MGL==&lt;br /&gt;
A [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] appears in the game with a Magpul CTR stock. It has an unrealistic capacity of 10 grenades instead of 6, and is reloaded by inserting just one round into the cylinder. Similarly to the [[HK69A1]] from ''[[Grand Theft Auto IV#The Ballad of Gay Tony|GTA IV: The Ballad of Gay Tony]]'', it fires unrealistic &amp;quot;smart&amp;quot; grenades which detonate on impact with humans, animals or vehicles, otherwise exploding on a timer. It is the first launcher to be unlocked, and is given to Trevor for free by his &amp;quot;cook&amp;quot;, Chef, when the two have to defend Trevor's meth lab after he angers a local gang, although one can be found before this beneath the water in a half-submerged cave on the eastern shore of Blaine County.&lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:GTA5 MGL.jpg|thumb|none|600px|Trevor holds an MGL as the forces of nature conspire to make his boring posing a little more dramatic.]]&lt;br /&gt;
[[File:GTAVMilkorMark14MGL.jpg|thumb|none|600px|During his fourth rampage mission, Trevor pulls a MGL out the back of a Jeep to demonstrate just why you ''don't'' keep a loaded weapon (''especially'' if that weapon is a grenade launcher) out in the open.]]&lt;br /&gt;
[[File:GTAVMGL.jpg|thumb|none|600px|A customized MGL in game. Due to a bug or oversight, the cylinder never rotates in first person.]]&lt;br /&gt;
[[File:GTAVMGLreload.jpg|thumb|none|600px|Dumping out an unfired 40mm round.]]&lt;br /&gt;
[[File:GTAVMGLreload2.jpg|thumb|none|600px|Reloading in third person.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] with PG-7V (ПГ-7В) and custom polygonal breech is the only rocket launcher available without DLC in the original release. The next-gen version oddly has the front sight of an [[M136 AT4]], as well as a series of rather silly warnings on the launcher including &amp;quot;point toward enemy&amp;quot; and a painted reminder to not aim the RPG-7 at pets or feet.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:GTAV RPG.jpg|thumb|none|600px|Michael rocks his RPG-7 and an awesome mask.]]&lt;br /&gt;
[[File:gtavrpg.jpg|thumb|none|600px|Franklin attempts to intimidate a solid 24/7 store into having an interior by aiming an 85mm HEAT warhead at it.]]&lt;br /&gt;
[[File:gtavrpg1.jpg|thumb|none|600px|He sights up the sky instead with the non-standard set of iron sights.]]&lt;br /&gt;
[[File:GTAVRPG7.jpg|thumb|none|600px|Aiming the RPG in third person.]]&lt;br /&gt;
[[File:GTAVRPG7reload.jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:GTAVRPGreload2.jpg|thumb|none|600px|Again, in first person view.]]&lt;br /&gt;
&lt;br /&gt;
=Thrown Weapons=&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
&amp;quot;Sticky bombs&amp;quot; made from a pair of mysteriously self-adhesive M112 C4 demolition packs rigged to a remote detonator are available as a thrown weapon, first available in Trevor's mission &amp;quot;Friends Reunited&amp;quot; when he is given twenty of them for free to blow up a trailer park used by The Lost MC biker gang. After this, all characters can buy them from Ammu-Nation. The charges are thrown like grenades and stick to surfaces, or can be placed if the player character is close to a wall. Every charge currently placed is detonated at the same time if they are set off using the detonate command, or they can be individually triggered with gunfire. The latter is unrealistic unless the gunfire somehow damages the detonator in a way that makes it operate, since C4 is an insensitive explosive.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[Image:GTAV-C4-1.jpg|thumb|none|600px|&amp;quot;Wait, this isn't my phone...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] appears as the &amp;quot;Tear Gas&amp;quot; grenade. The same model is also used for the BZ gas grenades used in the Smart approach to the jewelry store heist in singleplayer. &lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 red smoke grenade]]&lt;br /&gt;
[[File:GTAVTearGas.jpg|thumb|none|120px|In game model of the M18 smoke grenade.]]&lt;br /&gt;
[[File:GTA M18 (1).jpg|thumb|none|600px|Idling around with a &amp;quot;Tear Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:GTA M18 (2).jpg|thumb|none|600px|A gorka-clad character prepares to throw his M18 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Hand Grenade==&lt;br /&gt;
The [[M61 Hand Grenade|M61 hand grenade]] appears as the &amp;quot;Grenade&amp;quot;.&lt;br /&gt;
[[File:M61 Grenade.jpg|thumb|none|120px|M61 High-Explosive Fragmentation hand grenade, improved version of the M26]]&lt;br /&gt;
[[File:GTAVGrenade.jpg|thumb|none|120px|In game model of the M61 Grenade.]]&lt;br /&gt;
[[File:GTA M61 (1).jpg|thumb|none|600px|Inspecting the M61 frag grenade.]]&lt;br /&gt;
[[File:GTA M61 (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the grenade; ready to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The &amp;quot;Rhino&amp;quot;, a fictional tank closely based on the German Leopard 2A4, mounts an unusable [[Browning M2]] on the commander's hatch. The Heists Update for ''GTA Online'' later added a vehicle to multiplayer called the &amp;quot;Insurgent&amp;quot;, the pickup variant of which features a usable roof-mounted M2HB. Later, the &amp;quot;Gunrunning&amp;quot; update added an &amp;quot;Anti-Aircraft Trailer&amp;quot; which got the aforementioned M2HBs in a M51 quad mount as one of the 3 possible weapons alternatives (the others being a SAM and [[Oerlikon 20mm Cannon]]s) and a &amp;quot;Half-track&amp;quot; a vehicle inspired by the M3 Scout, which got the M51 mount as an upgrade, although the game refers to it as a &amp;quot;Quad 20mm cannons&amp;quot;, but neither of these two is obtainable in singleplayer. The Tula, seen in the ''Smuggler's Run'' update, is armed with single and dual M2HBs. Also the TM-02 Khanjali, which is based on a Polish PL-01, is incorrectly using one instead of a [[PK Machine Gun#UKM-2000|UKM-2000C]]. The ''Arena War'' update, which included numerous post-apocalyptic themed vehicles based on ''[[Mad Max]]'', ''[[Death Race (2008)|Death Race]]'', and more, includes M2HBs with cut-down barrels as mod options in various configurations. It's seen with the Kurtz 31 Patrol Boat, based on the PBR boat used in the Vietnam War and on an armed Nagasaki Dinghy at the ''Cayo Perico Heist'' update.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:GTA5-Tank-1.jpg|thumb|none|600px|Using his Secret Beard Powers to infiltrate Fort Zancudo military base, Trevor admires his prize, his very own tank.]]&lt;br /&gt;
[[Image:GTAV Heists M2HB1.jpg|thumb|none|600px|A promotional image showing a character using the M2HB on the Insurgent pickup in ''GTA Online''.]]&lt;br /&gt;
[[Image:gtavm2hb.jpg|thumb|none|600px|View of the unusable M2HB in the enhanced edition.]]&lt;br /&gt;
[[Image:gtavm2hbfps.jpg|thumb|none|600px|First person usage of the HMG attached the the Insurgent patrol vehicle.]]&lt;br /&gt;
[[Image:gtavm2hbinsurgent.jpg|thumb|none|600px|Alternate view of the same model.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]]&lt;br /&gt;
[[File:GTAO-Mounted50s.jpg|thumb|none|600px|Twin M2HBs with cut-down barrels on the hood of the Apocalypse Imperator, which is based on the 1973 Ford Falcon XB GT &amp;quot;Pursuit Special&amp;quot; from ''[[Mad Max]]''. Note that the ammo belts contain cartridges far too small to be .50 caliber.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aicraft==&lt;br /&gt;
The [[Browning M2 Aircraft]] is seen with the P-45 Nokata (based on the P-51 Mustang), the Mogul, and the Tula aircraft added in the ''Smuggler's Run'' update.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft - .50 BMG]]&lt;br /&gt;
[[File:GTAV M2 Aircraft (1).jpg|thumb|none|600px|A single M2 Aircraft mounted in the Mogul's top turret.]]&lt;br /&gt;
[[File:GTAV M2 Aircraft (2).jpg|thumb|none|600px|Manning the top turret.]]&lt;br /&gt;
[[File:GTAV M2 Aircraft(3).jpg|thumb|none|600px|The upgraded turret with two .50s.]]&lt;br /&gt;
[[File:GTAV M2 Aircraft (4).jpg|thumb|none|600px|The twin nose guns on the Tula.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
For no obvious reason, a Soviet T-34-85 can be found in a junkyard in Los Santos. Even more curiously, it retains its hull-mounted [[Degtyaryov DT]] machine gun; these are usually not shown even on tanks that are supposed to be real, since videogame tanks are often based on museum pieces with empty hull gun mounts.&lt;br /&gt;
&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[Image:GTAV-T34-1.jpg|thumb|none|600px|Michael finds himself puzzled by the presence of a derelict 70-year-old Russian tank in a Los Santos junkyard.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The Heists Update added the &amp;quot;Technical&amp;quot; vehicle to ''GTA Online'', which is a Karin Rebel (Toyota Hilux parody) flatbed truck with a [[DShK heavy machine gun]] mounted on the back, equipped with an anti-aircraft sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShK heavy machine gun mounted on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:GTAV Heists screenshot DShK1.jpg|thumb|none|600px|A promotional image showing a character in the back of a Karin Technical using the DShK.]]&lt;br /&gt;
[[Image:gtavdshk.jpg|thumb|none|600px|Manning the DShK.]]&lt;br /&gt;
[[Image:gtavdshk1.jpg|thumb|none|600px|FPS view, which makes use of the gun's distinctive anti-aircraft sights.]]&lt;br /&gt;
[[Image:gtavdshk2.jpg|thumb|none|600px|Side profile of the mounted machinegun.]]&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-17/A ==&lt;br /&gt;
The &amp;quot;Valkyrie&amp;quot; helicopter, added to ''GTA Online'' in the Heists Update, has two door-mounted [[GAU-17/A]] miniguns. The &amp;quot;Tula&amp;quot; plane, seen in the ''Smuggler's Run'' update, is armed with a single GAU-17/A, and the &amp;quot;Apocalypse Deathbike&amp;quot; from the Arena War update can somehow be upgraded to mount two shortened GAU-17s.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|385px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVGau17.jpg|thumb|none|600px|The business end of one of the Valkyrie's GAU-17/A miniguns.]]&lt;br /&gt;
[[File:GTAVGau17ads.jpg|thumb|none|600px|Manning one of the miniguns in FPS view. As with the other helicopter mounted miniguns, they have drastically reduced fire rates, though in favor of high stopping power per shot.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The &amp;quot;Thruster&amp;quot; jetpack, added to ''GTA Online'' in the Doomsday Heist update, can be upgraded to equip two short barreled [[GAU-19/A]] rotary guns. Full length GAU-19/As are available as upgraded turrets on some ground vehicles as well.&lt;br /&gt;
[[File:Gau 19-2.jpg|thumb|none|400px|GD GAU-19/A with flash hider and mount - .50 BMG]]&lt;br /&gt;
[[File:GTAV GAU-19A (1).jpg|thumb|none|600px|The twin GAUs seen on the jetpack.]]&lt;br /&gt;
[[File:GTAV GAU-19A(2).jpg|thumb|none|600px|Manning a GAU-19/A mounted on a Barrage all-terrain vehicle]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is seen with the Akula, an attack helicopter based on the RAH-66 Comanche, in the ''The Doomsday Heist'' update. Note that the real Comanche is fitted with the XM301, an upgraded version of the M197.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:GTAV M197 (1).jpg|thumb|none|600px|A view of the Akula's chin turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A==&lt;br /&gt;
The &amp;quot;B-11 Strikeforce&amp;quot; of the &amp;quot;After Hours&amp;quot; update is based on the A-10 Thunderbolt II with the tail design of the YA-9, its rival from the Attack Experimental program, and features the same iconic [[General Electric GAU-8/A Avenger]] rotary cannon.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:GTAV GAU-8 (1).jpg|thumb|none|600px|The Strikeforce's GAU-8/A.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The &amp;quot;P-996 Lazer&amp;quot; fighter jet, a cross between the F-35, F/A-18 and F-16, is equipped with a pair of [[M61 Vulcan]] cannons, with the one installation an F-16 should have mirrored on both sides of the fuselage.&lt;br /&gt;
&lt;br /&gt;
The Heists Update also added a mission set on an aircraft carrier, equipped with M61 Vulcan cannons in Phalanx CIWS installations.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20mm]]&lt;br /&gt;
[[Image:GTA5-Plane-1.jpg|thumb|none|600px|&amp;quot;I'm not getting in until you decide what kind of plane you are.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Phalanx CIWS 1B.jpg|thumb|none|350px|Phalanx Block 1B CIWS - 20x102mm]]&lt;br /&gt;
[[File:GTAV CIWS.jpg|thumb|none|600px|Looking at the M61 Vulcan mounted in the carrier's CIWS.]]&lt;br /&gt;
[[File:USSLuxington-GTAO-Turret.jpg|thumb|none|600px|Closeup of the CIWS.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Mounted [[M134 Minigun]]s appear in wing mounts on the Buzzard and Annihilator helicopters. The &amp;quot;Savage&amp;quot; gunship added in multiplyer in the Heists Update, which is a Hind-D, should probably have a [[Yakushev-Borzov Yak-B]] gatling gun, but instead has a six-barrel rotary chin gun which appears to be a stretched-out M134. The &amp;quot;Gunrunning Update&amp;quot; adds new vehicles with the M134 as a selectable weapon for the &amp;quot;Dune FAV&amp;quot; and &amp;quot;Weaponized Tampa&amp;quot;, with the Tampa getting a pair fitted to a CROWS style weapon system on the top of the car, and the FAV getting it as an option for use by the passenger.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:GTA5-Buzzard-1.jpg|thumb|none|600px|Trevor takes a walk around the &amp;quot;Buzzard&amp;quot; helicopter, checking out the under-wing miniguns. Note that they actually have ammo feeds.]]&lt;br /&gt;
[[Image:Gtavhind.jpg|thumb|none|600px|The chin turret of the &amp;quot;Savage&amp;quot; helicopter. Note the US Army markings, indicating it is likely meant to be one of the real world Mi-24s the US military has acquired by various means and uses for OPFOR training purposes.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
Hunter attack helicopters (based on the AH-64 Apache) equipped with the [[M230 Chain Gun]] can be seen in the trailer for the in-game movie ''The Simian'', which can be seen when going to a movie theater while hanging out with a friend. The Hunter was finally added to the game with the ''Smuggler's Run'' update.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun1.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B.]]&lt;br /&gt;
[[File:GTAV M230 (1).jpg|thumb|none|600px|The M230 mounted on the Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Mark 19 Grenade Launcher==&lt;br /&gt;
The Barrage off-road truck can be upgraded to have a [[Mk 19 Grenade Launcher]] in its rear turret pintle. It fires low velocity rounds similar to the handheld 40mm launchers.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:GTAV Mk19 (1).jpg|thumb|none|600px|The Mk 19 in idle.]]&lt;br /&gt;
[[File:GTAV Mk19 (2).jpg|thumb|none|600px|Using the auto grenade-launcher. The charging handles cycle when firing.]]&lt;br /&gt;
&lt;br /&gt;
==Nudelman-Rikhter NR-23==&lt;br /&gt;
The [[Nudelman-Rikhter NR-23]] is seen with the V-65 Molotok, which is based on the MiG-15/17 in the ''Smuggler's Run'' update.&lt;br /&gt;
&lt;br /&gt;
[[File:NR-23 cannon.jpg|thumb|none|400px|Nudelman Rikhter NR-23 on display - 23mm]]&lt;br /&gt;
[[File:GTAV NR-23 (1).jpg|thumb|none|600px|The nose cannons installed on the Molotok.]]&lt;br /&gt;
&lt;br /&gt;
==Nudelman N-37==&lt;br /&gt;
The [[Nudelman N-37]] is seen with the V-65 Molotok, which is based on the MiG-15/17 in the ''Smuggler's Run'' update.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-37 Cannon.jpg|thumb|none|400px|Nudelman N-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Half-Track added in the &amp;quot;Gunrunning&amp;quot; update comes stock with a pair of [[Oerlikon 20mm Cannon]]s, which are oddly referred to as .50 caliber by the promotional material and in-game. &lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|The Oerlikon 20mm Cannon -20mm]]&lt;br /&gt;
[[File:GTAV Oerlikon (1).jpg|thumb|none|600px|The Oerlikons on the Half-Track.]]&lt;br /&gt;
[[File:GTAV Oerlikon (2).jpg|thumb|none|600px|Using the turret.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Conversely, the aptly named &amp;quot;Valkyrie&amp;quot; (UH-1Y Venom with the tail similar to that of a Eurocopter Dauphin) gunship sports the [[Yakushev-Borzov Yak-B]] 12.7mm Gatling gun in a nose turret. It is remotely controlled by players sitting in the copilot's seat, and is treated more like a slow firing autocannon with high-explosive rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:Gtavyakb.jpg|thumb|none|600px|The Yak-B in game. The Executives and Other Criminals update added a variant without the nose gun in the Extraction missions, indexed as the &amp;quot;Valkyrie MOD.0&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stun Gun&amp;quot;==&lt;br /&gt;
A [[Taser]]-like device is available as the &amp;quot;Stun Gun&amp;quot;, first unlocked by doing Trevor's &amp;quot;Border Patrol&amp;quot; missions. While it fires out wires to deliver a shock, it is functionally rather like the Stun Knife in ''[[Metal Gear Solid 4: Guns of the Patriots|Metal Gear Solid 4]]'': it can fire a shot every 3 seconds, which is the time it takes for the power meter to be recharged from 0 to 100. The weapon's model most closely resembles the Stinger S-200 from the defunct Stinger Systems. The rear of the weapon however bears a striking resemblance to a Glock pistol.&lt;br /&gt;
&lt;br /&gt;
It was added in GTA:Online with &amp;quot;The Contracts&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
Unlike real-life Taser-type weapons, the &amp;quot;Stun Gun&amp;quot; does not need to replace cartridges or wires, nor does it have limited battery power. It is also worth noting that the term &amp;quot;Stun Gun&amp;quot; normally refers to contact electroshock devices rather than ones that can engage a target at range. The proper term would be a Conducted Energy Weapon.&lt;br /&gt;
[[Image:Stinger S-200.jpg|thumb|none|400px|The Stinger S-200. Resemblances to the GTA V &amp;quot;Stun Gun&amp;quot; include the iron sights, the similarly-shaped muzzle (actually a recessed cavity to hold cartridges on the S-200), and the brightly-coloured button at the rear of the weapon, which on the S-200 is the safety/arming switch.]]&lt;br /&gt;
[[File:GTAVStunGun.jpg|thumb|none|400px|In-game model of the &amp;quot;Stun Gun&amp;quot;.]]&lt;br /&gt;
[[File:GTAVtaser.jpg|thumb|none|600px|Franklin uses the taser to torment some poor laborers.]]&lt;br /&gt;
[[File:GTAVtaserads.jpg|thumb|none|600px|Plastic sights of the stun gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rail Gun&amp;quot;==&lt;br /&gt;
A rail gun appears in the high-def versions as a bonus for players who have already played the previous console version of GTA V: it is a rather odd &amp;quot;bonus&amp;quot;, considering it still costs a quarter of a million dollars at Ammu-Nation (although a free one can be found in the wreckage of the crashed cargo plane in the Alamo Sea after completing the mission &amp;quot;Minor Turbulance&amp;quot;). It is in the heavy weapon slot, and despite having a detachable magazine it has only a single-shot capability, with a maximum ammunition limit of 20 rounds (including the one loaded). In ''GTA Online'' it is only available in some &amp;quot;Adversary&amp;quot; game modes and in a supply stealing mission. True to its nature, it hits targets almost instantly. The weapon is an obvious work of fantasy; as yet it is not possible to build a smallarm-scale magnetic accelerator which is capable of any level of power that would make it useful as a weapon. A larger version is mounted on the previously mentioned TM-02 Khanjali.&lt;br /&gt;
[[File:GTAVRailGun.jpg|thumb|none|400px|In game model of the Rail Gun.]]&lt;br /&gt;
[[File:GTAV-RailGun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
These are weapons that are featured or otherwise displayed in the game, but not normally available for the player to acquire nor use during gameplay.&lt;br /&gt;
==Glock 38==&lt;br /&gt;
A [[Glock 38]] compact pistol is seen in the holsters of armored truck guards, motorcycle cops, LSPD Officers, IAA Agents, FIB Agents and Merryweather PMC contractors, however they cannot be used and the guards will still attack the player using a Taurus PT92AF if they draw a pistol. The markings on the slide's texture confirm it to be a Glock 38 in .45 GAP, a niche proprietary cartridge designed by Glock that was not successful. This model is the same used in a scene of the in-game TV show ''Underbelly of Paradise''.&lt;br /&gt;
[[File:G38.jpg|thumb|none|300px|Glock 38 with OD-green frame - .45 GAP]]&lt;br /&gt;
[[File:GTAV-Glock-1.jpg|thumb|none|600px|Merriweather PMC guards with holstered Glock 38s on their thighs and chest rigs proceed to have a merry old time beating up Cousin Floyd as Trevor uses this as a distraction.]]&lt;br /&gt;
[[File:Underbelly.jpg|thumb|none|500px|The Glock on the far right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
In the intro cutscene of &amp;quot;Did Somebody Say Yoga?&amp;quot;, Michael watches a noir movie that features what appears to be a [[Browning Hi-Power]], most likely borrowed from ''[[L.A. Noire]]''.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|350px|Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm]]&lt;br /&gt;
[[File:GTAV-MoviePistol-1.jpg|thumb|none|600px|The silhouette of the Hi-Power against the moon. While not many details can be made out, the hammer is rather clearly uncocked; this is incorrect, as the Hi-Power is single-action only.]]&lt;br /&gt;
[[File:GTAV-MoviePistol-2.jpg|thumb|none|600px|The character fires, showing off the profile of the pistol's slide and the Hi-Power trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
Trevor Phillips is seen holding an [[M1911A1]] in a piece of concept art that appears in the game as a loading screen.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|World War II Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:GTA5-M1911-Art.jpg|thumb|none|600px|Trevor pretends to be a dock worker with his union issued M1911.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
A [[SIG-Sauer P226]] is shown in the in-game TV show ''Underbelly of Paradise'' as a weapon seized from smugglers. It can be identified as such by the double stack bulge on the frame. It also appears to have been rendered without a hammer.&lt;br /&gt;
[[File:SigP226.jpg|thumb|none|350px|Factory black (K-Kote) SIG-Sauer P226 pistol - 9x19mm. This is a real movie gun and has appeared in several motion pictures.]]&lt;br /&gt;
[[File:Underbelly.jpg|thumb|none|500px|The P226 on the middle.]]&lt;br /&gt;
&lt;br /&gt;
==Volcanic Repeater==&lt;br /&gt;
The &amp;quot;Way of the Gun&amp;quot; tattoo option for Michael consists of two crossed [[Volcanic Repeater]]s.&lt;br /&gt;
[[File:Volcanic pistol.jpg|thumb|none|400px|Volcanic Repeating Arms Pistol - .41 Volcanic]]&lt;br /&gt;
[[File:GTA5-Volcanic-Pistols.jpg|thumb|none|600px|The Volcanics tattoed on Michael's belly.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
While playing ''Righteous Slaughter 7'', an in-game FPS video game, in his bedroom, Jimmy's game character can be seen using a stainless steel [[Walther PPK]] in tandem with a syringe similar to the USP45/tactical knife combo in ''[[Call of Duty: Modern Warfare 2]]''.&lt;br /&gt;
[[File:Waltherppk32acp.jpg|thumb|300px|none|Walther PPK - 7.65 mm Browning aka .32 ACP]]&lt;br /&gt;
[[File:GTAVDesertEagle.jpg|thumb|600px|none|The PPK in the lower right corner.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
A [[Colt Python]] can be seen on a billboard advertisement for the in-game film ''Die Already 4'', a parody of the ''[[Die Hard]]'' film series.&lt;br /&gt;
[[Image:ColtPython6In.jpg‎ |thumb|350px|none|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:GTAV-Revolver.jpg|thumb|none|600px|The Colt Python held by the character shown on the billboard.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat 1861==&lt;br /&gt;
The Patriot Beer logo, found on various boxes and bottles throughout the city, features a pair of old percussion [[LeMat Revolver|LeMat 1861]] revolvers.&lt;br /&gt;
[[Image:Lemat.jpg|thumb|none|400px|LeMat 1861 current reproduction (Cavalry version) - .36 / .44 and 20 gauge]]&lt;br /&gt;
[[Image:GTAV-Revolver-1.jpg|thumb|none|600px|Crates of suitably patriotic beer can be found in some Ammu-Nation stores. Unlike revolvers, which cannot - well, at least not until the addition of the Raging Bull and the Colts to the game.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
In the in-game cartoon ''Gordon Moorehead Rides Again'', the titular detective encounters an inexplicable Nazi security guard outside Vinewood Studios, brandishing an [[MP40]].&lt;br /&gt;
[[Image:MP40.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[Image:GTAV-MP40-1.jpg|thumb|none|600px|While advertising cigarettes and fighting the Red Menace, Gordon encounters this not-at-all-suspicious character.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] is seen on a sticker on a locker inside the Vanilla Unicorn's dressing room.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:GTA5-M4A1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
Several promotional images, some of which are used as loading screens in the final game, imply the fictional custom AR-15 was originally going to be a [[Mk 18 Mod 0]] (though they might just be merely illustrative).&lt;br /&gt;
[[Image:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:GTAV-SASS-1.jpg|thumb|none|600px|Trevor hefts a Mk 18 Mod 0 in a promotional image.]]&lt;br /&gt;
[[Image:GTAV-Mk18-1.jpg|thumb|none|500px|Michael strikes a pose in front of the Vinewood sign with a suppressed Mk 18 Mod 0.]]&lt;br /&gt;
[[Image:GTA5 AR2.jpg|thumb|none|500px|In a cover image for ''Game Informer'' magazine seemingly showing the crew after successfully robbing a bridge, Trevor carries an unsuppressed Mk 18 Mod 0. Note the short barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56==&lt;br /&gt;
Boxes of 7.62mm ammunition inside Ammu-Nation stores show an import [[Norinco Type 56]] with a fixed stock.&lt;br /&gt;
[[Image:Type56Standard.jpg|thumb|none|400px|Norinco Type 56 (imported into the U.S. as the Norinco AKS-47 or AKS-47 Sporter) - 7.62x39mm. Rather than having the underfolder pig sticker bayonet assembly, this has the standard bayonet lug underneath the gas block as the AKM and later variants]]&lt;br /&gt;
[[Image:GTAV-Ammobox-1.jpg|thumb|none|600px|After firing his new weapon too close to Ammu-Nation and causing the owner to shoot at him (and the NPCs on the firing range to respond by executing the owner), Michael takes a look at the mechandise. Note the fixed-stock Type 56 on the 7.62mm ammo boxes.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR==&lt;br /&gt;
When playing ''Righteous Slaughter 7'' in his bedroom, Jimmy's game character can be seen using a [[Robinson Armament XCR]] in the CQB configuration. This weapon is not available in the game for player use.&lt;br /&gt;
[[Image:XCR CQB.jpg|thumb|none|400px|Robinson Armament XCR-L CQB with EOTech red dot sight, polymer magazine, and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:GTAVXCR.jpg|thumb|none|600px|Jimmy's player character in Righteous Slaughter 7 loads his XCR at the start of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company M110 SASS==&lt;br /&gt;
A sniper rifle reminiscent of the [[SR-25|M110 SASS]] is seen in a promotional image, and was going to be available as the &amp;quot;Assault Sniper&amp;quot;, but was cut from the game.&lt;br /&gt;
[[File:KAC-M110A1-SASS.jpg|thumb|none|400px|M110 SASS with Magpul ACS buttstock, Harris bipod, Leupold Mark 4 scope, AN/PVS-22 Universal Night Sight, and tan paint scheme - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVAssaultSniper.jpg|thumb|none|400px|Render of the cut M110 SASS.]]&lt;br /&gt;
[[Image:GTAV-SASS-1.jpg|thumb|none|600px|Michael holds a SASS in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
The [[Remington 700]] can be found on signs inside Ammu-Nation.&lt;br /&gt;
[[Image:Remington 700 BDL.jpg‎|thumb|none|500px|Remington 700 - 7.62x51mm]]&lt;br /&gt;
[[File:GTAV-Remington-(1).jpg|thumb|none|600px|The Remington on a sign promoting gun safety, which in the GTA universe probably means &amp;quot;pointed safely at someone you intend to shoot&amp;quot;. The game's release predates the Remington 700's 2014 trigger recall, which now puts this poster in a completely different context.]]&lt;br /&gt;
[[File:GTAV-Remington-(2).jpg|thumb|none|600px|Another sign outside the shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==M9 Bazooka==&lt;br /&gt;
The [[M9 Bazooka]] is wielded by Jack Howitzer on the covers of his movies and in a tattoo available in GTA Online. It is identifiable by its distinctive trigger guard, however, the tube itself is shaped like the earlier bazookas. In an apparent allusion, he holds it in a similar manner to the way Rambo holds an RPG-7 on the cover of ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
[[Image:M9bazooka.jpg|thumb|none|400px|400px|M9 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:GTAV-JHPosters-Bazooka.jpg|thumb|none|600px|Abysmally low-resolution posters for Jack Howitzer's movies, which spoof various franchises starring [[Sylvester Stallone]] and [[Arnold Schwarzenegger]], such as the [[Rambo]] saga, [[Commando]] and [[Kindergarten Cop]].]]&lt;br /&gt;
[[File:GTAV-JHTattoo-Bazooka.jpg|thumb|none|400px|The Jack Howitzer tattoo available in GTA Online, which gives a much clearer look of the Bazooka.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The &amp;quot;GTA Online Lowriders&amp;quot; update includes allows certain cars to have custom gear shift levers, one of which resembles the [[Mk 2 hand grenade]].&lt;br /&gt;
[[File:MKIITrainingGrenade.jpg|thumb|none|120px|Mk 2 training grenade]]&lt;br /&gt;
[[File:gtavmk2frag.jpg|thumb|none|600px|Mark II grenade column shift lever inside a minivan.]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
These weapons are generally images which can be found in the game files; no associated models appear to exist for them. See the [[Talk:Grand_Theft_Auto_V#Weapons_only_found_in_game_files|discussion page]] for miscellaneous weapon information.&lt;br /&gt;
&lt;br /&gt;
{{Grand Theft Auto Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mafia:_Definitive_Edition&amp;diff=1458618</id>
		<title>Mafia: Definitive Edition</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mafia:_Definitive_Edition&amp;diff=1458618"/>
		<updated>2021-11-20T05:03:38Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Springfield M1903A1 with M84 scope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mafia: Definitive Edition&lt;br /&gt;
|picture =  Mafia Definitive Edition poster.jpg&lt;br /&gt;
|caption =  Mafia: Definitive Edition&lt;br /&gt;
|series= [[Mafia (disambiguation)|Mafia]]&lt;br /&gt;
|date= September 25, 2020&lt;br /&gt;
|developer=Hangar 13&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Microsoft Windows&amp;lt;br&amp;gt;OS X&lt;br /&gt;
|publisher=Hangar 13&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Third-person shooter}}&lt;br /&gt;
&lt;br /&gt;
'''''Mafia: Definitive Edition''''' is a full remake of the 2002 video game ''[[Mafia: The City of Lost Heaven]]''.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Mafia: Definitive Edition'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] returns from the original game. It has a parkerized finish now as opposed to nickel plating from the original. The model appears to be taken from ''[[Mafia III]],'' complete with an uncocked hammer.&lt;br /&gt;
[[file:M1911Colt.jpg|thumb|350px|none|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol hold 1.jpg|thumb|none|600px|Tommy aims a Colt M1911A1 down a street.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol hold 2.jpg|thumb|none|600px|Switching arms.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol hold 3.jpg|thumb|none|600px|When approaching an object while aiming a firearm, Tommy will move his arm out of the way. This gives us a good look at the uncocked hammer. In reality, this would prevent the M1911 from firing.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol rel 1.jpg|thumb|none|600px|Reloading the M1911A1, much the same as it is reloaded in ''Mafia III''. Tommy flicks out a magazine (note the fresh one in his left hand)...]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol rel 2.jpg|thumb|none|600px|...and finishes off with racking the slide, regardless of whether or not there is still a round in the chamber.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol world.jpg|thumb|none|600px|A Colt M1911A1 on the ground.]]&lt;br /&gt;
===Gold Colt M1911A1===&lt;br /&gt;
A golden M1911A1 is a pre-order bonus. It has an increased magazine capacity of 10 rounds as opposed to the standard version's 7, but lacks a visibly extended magazine.&lt;br /&gt;
[[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol Gold hold 1.jpg|thumb|none|600px|Tommy shows off his Gold M1911A1 to anyone in Lost Heaven who is willing to see.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol Gold hold 2.jpg|thumb|none|600px|He swaps hands to show the guy on the sidewalk.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol Gold hold 3.jpg|thumb|none|600px|The Gold M1911A1 also has a white grip, perhaps made of pearl or ivory.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol Gold rel 1.jpg|thumb|none|600px|Tommy reloads the Gold Colt M1911A1 the same way as the plain-Jane version.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol Gold rel 2.jpg|thumb|none|600px|He sticks in a fresh magazine, grumbling that these aren't made of gold as well to complete the look.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Semi-Auto Pistol Gold world.jpg|thumb|none|600px|A Gold Colt M1911A1 on the ground. Better not leave it lying around.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10 Snub Nose==&lt;br /&gt;
The snub nose [[Smith &amp;amp; Wesson Model 10]] appears as &amp;quot;Pocket Revolver&amp;quot;, replacing the [[Colt Detective Special]] from the original as the game's snub nose revolver.&lt;br /&gt;
[[file:S&amp;amp;WModel10Snub.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 10 snub nose revolver - .38 Special]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver hold 1.jpg|thumb|none|600px|Tommy aims a Smith &amp;amp; Wesson Model 10 Snub Nose.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver hold 2.jpg|thumb|none|600px|Showing off the other side.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver hold 3.jpg|thumb|none|600px|Tommy points a Model 10 Snub Nose at the sky.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver rel 1.jpg|thumb|none|600px|Having taken pot-shots at passing traffic, Tommy lets the spent rounds out of the cylinder.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver rel 2.jpg|thumb|none|600px|Tommy reloads the Model 10 Snub Nose with a speedloader.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver world.jpg|thumb|none|600px|A Smith &amp;amp; Wesson Model 10 Snub Nose on the ground.]]&lt;br /&gt;
===Gold Smith &amp;amp; Wesson Model 10 Snub Nose===&lt;br /&gt;
A golden Model 10 is available after completing a mission in the Free Ride mode. &lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver gold hold 1.jpg|thumb|none|600px|Tommy aims the fancy Gold Smith &amp;amp; Wesson Model 10 Snub Nose.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver gold hold 2.jpg|thumb|none|600px|Tommy admires the other side.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver gold hold 3.jpg|thumb|none|600px|The Gold Model 10 also get a brighter wood grip.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver gold rel 1.jpg|thumb|none|600px|Tommy prepares to reload the Gold Model 10.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver gold rel 2.jpg|thumb|none|600px|Reloading with a speedloader.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition pocket revolver gold world.jpg|thumb|none|600px|Tommy examines a Gold Model 10 with his golden Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
A very anachronistic [[Colt Python]] returns from ''[[Mafia III]]'', now called the &amp;quot;Service Revolver&amp;quot; and featuring a 4&amp;quot; barrel.&lt;br /&gt;
[[Image:Colt-Python.jpg|thumb|350px|none|Colt Python with 4&amp;quot; Barrel and factory wood grips - .357 Magnum]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Service Revolver hold 1.jpg|thumb|none|600px|Tommy aims the time-traveling Python.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Service Revolver hold 2.jpg|thumb|none|600px|Tommy aims with his off-hand.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Service Revolver hold 3.jpg|thumb|none|600px|The Python in this game has a brighter finish than its ''Mafia III'' counterpart.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Service Revolver rel 1.jpg|thumb|none|600px|Tommy extracts the spent brass by simply giving his Python a shake.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Service Revolver rel 2.jpg|thumb|none|600px|Feeding the Python fresh ammo via a speedloader.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Service Revolver world.jpg|thumb|none|600px|A Python on the ground, apparently a victim of [[Far_Cry_3#Heckler_.26_Koch_MP5N|the Rook Islands' carnivorous shoes]].]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
An anachronistic [[Smith &amp;amp; Wesson Model 19]] returns from ''[[Mafia III]]'' (where it was known as the &amp;quot;Alfredsson M200&amp;quot;), now sporting a bright nickel finish and called the &amp;quot;Magnum Pistol&amp;quot;. It is the most powerful pistol in the game and takes the role of the more period-appropriate [[Smith &amp;amp; Wesson Model 27]] from the original game.&lt;br /&gt;
[[file:Smith&amp;amp;Wesson-Model-19.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Magnum Pistol hold 1.jpg|thumb|none|600px|Aiming another time-traveling revolver.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Magnum Pistol hold 2.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Magnum Pistol hold 3.jpg|thumb|none|600px|Tommy examines the Model 19's shiny new finish.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Magnum Pistol rel 1.jpg|thumb|none|600px|Like the other revolvers, Tommy gives the Model 19 a shake...]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Magnum Pistol rel 2.jpg|thumb|none|600px|...and presents some fresh ammo. The cartridges appear to be a bit too large to fit in the cylinder and are shaped differently than .357 Magnum rounds. They are also held in place by an invisible speedloader.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Magnum Pistol world.jpg|thumb|none|600px|A Smith &amp;amp; Wesson Model 19 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Thompson M1928==&lt;br /&gt;
The [[Thompson M1928]], a genre classic, returns from the original game. It also features a simplified L-style rear sight, introduced in 1942 for military models. Like in the original ''Mafia'', it is the sole fully automatic weapon in the game and has the highest capacity of any gun.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|400px|M1928 &amp;quot;Tommy Gun&amp;quot; with 50-round drum magazine - .45 ACP, made famous through countless classic gangster movies]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun hold 1.jpg|thumb|none|600px|Tommy aims a Thompson M1928, looking down the later-style rear sight.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun hold 2.jpg|thumb|none|600px|Aiming from the other shoulder.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun hold 3.jpg|thumb|none|600px|Tommy (the mobster) takes cover with Tommy (the gun).]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun rel 1.jpg|thumb|none|600px|Reloading. Tommy grabs a fresh drum magazine...]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun rel 2.jpg|thumb|none|600px|...and then pulls back the charging handle.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun world.jpg|thumb|none|600px|A Thompson M1928 on the ground.]]&lt;br /&gt;
===Gold Thompson M1928===&lt;br /&gt;
A gold-plated Thompson M1928 is also available. It has an increased ammo capacity of 75 rounds.&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun Gold hold 1.jpg|thumb|none|600px|Not content to just have golden handguns, Tommy begins collecting golden submachine guns.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun Gold hold 2.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun Gold hold 3.jpg|thumb|none|600px|Tommy takes cover from those who wish to get their fingerprints all over his shiny new gun.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun Gold rel 1.jpg|thumb|none|600px|Tommy reloads, happy the magazines for this gun are gold as well.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun Gold rel 2.jpg|thumb|none|600px|Tommy pulls the charging handle as the nearby drivers patiently wait for him to get on with it.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Tommy Gun Gold world.jpg|thumb|none|600px|A Gold Thompson M1928 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A heavily anachronistic [[Remington 870]] appears as the game's sole pump-action shotgun, replacing the [[Winchester Model 1897]] from the original ''Mafia''. It uses the [[Mafia_III#Remington_870|same model]] from ''[[Mafia III]]''. It holds six rounds (one more than is possible in this configuration); when reloading, the first round is chambered, with subsequent shells loaded into the magazine.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|400px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Shotgun hold 1.jpg|thumb|none|600px|Tommy with another of the time-traveling guns found on the streets of Lost Heaven.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Shotgun hold 2.jpg|thumb|none|600px|Undeterred, he sights up a nearby motorist.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Shotgun hold 3.jpg|thumb|none|600px|Tommy in cover with a Remington 870.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Shotgun rel 1.jpg|thumb|none|600px|Chamber-loading what appears to be an anachronistic plastic shotgun shell.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Shotgun rel 2.jpg|thumb|none|600px|Tommy loads the remaining shells into the tube magazine.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Shotgun world.jpg|thumb|none|600px|A Remington 870 on the ground.]]&lt;br /&gt;
===Gold Remington 870===&lt;br /&gt;
A golden Remington 870 is also available. &lt;br /&gt;
[[file:Mafiadefinitiveedition Gold Shotgun hold 1.jpg|thumb|none|600px|Tommy aims the Gold Remington 870.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Gold Shotgun hold 2.jpg|thumb|none|600px|A passing motorist comes in for a closer look.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Gold Shotgun hold 3.jpg|thumb|none|600px|Tommy takes cover with the Gold Remington 870.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Gold Shotgun rel 1.jpg|thumb|none|600px|A fresh shell inserted into the chamber.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Gold Shotgun rel 2.jpg|thumb|none|600px|Tommy finishes reloading his golden shotgun.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Gold Shotgun world.jpg|thumb|none|600px|A Gold Remington 870 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
The classic [[Sawed-Off Double Barrel Shotgun]] appears in-game as the &amp;quot;Lupara&amp;quot;, and is used as the one-hand gun.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Lupara hold 1.jpg|thumb|none|600px|Tommy with another gun essential for any Italian mobster: a sawed-off &amp;quot;Lupara&amp;quot;.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Lupara hold 2.jpg|thumb|none|600px|Aiming with his left hand.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Lupara hold 3.jpg|thumb|none|600px|The model also appears to be from ''Mafia III'', but with a slightly lighter colored finish.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Lupara rel 1.jpg|thumb|none|600px|Tommy loads new shells into both barrels.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Lupara rel 2.jpg|thumb|none|600px|He snaps his sawed-off closed as some local police officers arrive to politely inquire if he has a tax stamp for that thing.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Lupara world.jpg|thumb|none|600px|A Lupara on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[M1903_Springfield#M1903A1_Springfield_Rifle|Springfield M1903A1]] returns with the same model from ''Mafia III'', but is available this time in both infantry and sniper (with the now-anachronistic M84 scope found on the ''Mafia III'' Springfield) variants. It replaces the original model Springfield M1903 from the original game.&lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|400px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Bolt-Action Rifle hold 1.jpg|thumb|none|600px|Tommy aims the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Bolt-Action Rifle hold 2.jpg|thumb|none|600px|Tommy shows off his ambidextrous rifle shooting abilities.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Bolt-Action Rifle hold 3.jpg|thumb|none|600px|Tommy in cover with the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Bolt-Action Rifle rel 1.jpg|thumb|none|600px|Tommy moves to open the bolt of his rifle...]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Bolt-Action Rifle rel 2.jpg|thumb|none|600px|...before inserting an invisible stripper clip.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Bolt-Action Rifle world.jpg|thumb|none|600px|A Springfield M1903A1 on the ground.]]&lt;br /&gt;
===Springfield M1903A1 with M84 scope===&lt;br /&gt;
The &amp;quot;Mayweather M04A3&amp;quot;, a scoped Springfield from Mafia 3, replaces the scoped [[Mosin Nagant]] from the original ''Mafia''.&lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|400px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|M1903A4 Springfield sniper variant with M84 scope - .30-06]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle hold 1.jpg|thumb|none|600px|Tommy holds the scoped Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle hold 2.jpg|thumb|none|600px|Tommy sights some approaching bad guys.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle hold 3.jpg|thumb|none|600px|Tommy takes cover as he plans his attack.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle aim.jpg|thumb|none|600px|Sighting up some enemy mobsters through the telescopic sight.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle rel 1.jpg|thumb|none|600px|Having made a few rival mobsters sleep with the fishes, Tommy pulls back the bolt of his rifle.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle rel 2.jpg|thumb|none|600px|The orientation of the scope allows him to also use a stripper clip to load.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition Sniper Rifle hold.jpg|thumb|none|600px|A scoped Springfield M1903A1 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade &amp;amp; Explosives=&lt;br /&gt;
==Dynamite== &lt;br /&gt;
Dynamite rigged up into a time bomb is provided to Tommy for sabotage missions.&lt;br /&gt;
[[file:Mafiadefinitiveedition dynamite 1.jpg|thumb|none|600px|Vincenzo presents Tommy with a dynamite bomb.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition dynamite 2.jpg|thumb|none|600px|Tommy checks to confirm if his dynamite is indeed made of dynamite.]]&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the game's standard hand grenade, returning from the original game.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|125px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[file:Mafiadefinitiveedition grenade 1.jpg|thumb|none|600px|A crate of ammo and Mk 2 hand grenades.]]&lt;br /&gt;
[[file:Mafiadefinitiveeditiongrenade 2.jpg|thumb|none|600px|Tommy tosses a grenade. In the original ''Mafia'', tossed grenades were depicted as still having the safety lever attached. In the remake, the lever is correctly depicted as missing from tossed grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov Cocktail== &lt;br /&gt;
Molotov cocktails are used prominently in several missions.&lt;br /&gt;
[[file:Mafiadefinitiveedition molotov 1.jpg|thumb|none|600px|Vincenzo provides Tommy with some Molotovs.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition molotov molotov 2.jpg|thumb|none|600px|In an early mission, Tommy uses Molotov Cocktails to destroy cars belonging to henchmen of the rival Morello Crime Family.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Browning M1917==&lt;br /&gt;
The [[Browning M1917]] is featured in the turret of the Bulworth Sentry armored car.&lt;br /&gt;
[[file:BrowningM1917.jpg|thumb|400px|none|Browning M1917 - .30-06]]&lt;br /&gt;
[[file:Mafiadefinitiveedition sentry gun 1.jpg|thumb|none|600px|The Bulworth Sentry with its Browning M1917 turret in the Carcyclopedia.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition sentry gun 2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition sentry gun 3.jpg|thumb|none|600px|The Sentry out for a run on the Lost Heaven Autodrome. This particular vehicle can only be used in the &amp;quot;Test Drive&amp;quot; game mode and only appears once in the story, during the mission &amp;quot;A Trip to the Country&amp;quot;.]]&lt;br /&gt;
[[file:Mafiadefinitiveedition sentry gun 4.jpg|thumb|none|600px|On top of that, what's even more tragic is that the gun itself is unusable by the player and only fires during the above-mentioned mission.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1451850</id>
		<title>Call of Duty: Vanguard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1451850"/>
		<updated>2021-11-05T09:55:47Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* 3.7 cm Bordkanone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Vanguard&lt;br /&gt;
|picture=Codvanguardcover1.jpg&lt;br /&gt;
|caption=''Cover Artwork''&lt;br /&gt;
|date=November 5, 2021&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Vanguard''''' is a first person shooter developed by Sledgehammer Games and published by Activision on Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows on November 5th, 2021. It is the eighteenth game in the ''Call of Duty'' franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, ''[[Call of Duty: WWII]]''. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' and ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', Vanguard uses the Gunsmith system for its weapon attachments and customisation. Caliber conversions return from Modern Warfare (2019) and are a bit more ludicrous, such as converting LMGs to fire .50 BMG rounds (which would be way too big to fit in them at all). Also returning are different ammunition types, ranging from incendiary rounds to frangible rounds.&lt;br /&gt;
&lt;br /&gt;
Multiplayer features a new mode called Champion Hill, where small teams of two or three players battle in small arenas to be the only survivor. In between rounds, they can use the cash they've earned to purchase upgrades and better weapons.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] appears under the &amp;quot;1911&amp;quot; name and has 8 round magazines by default, which is anachronistic, as 8 round magazines did not exist for the M1911 in WWII.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|350px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:Codvancolt1.jpg|thumb|none|600px|A tail gunner shoots down a Zero fighter plane with his M1911A1 pistol. This is a loose reference to a real feat during the war by Owen. J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.]]&lt;br /&gt;
[[File:Vanguard M1911 (1).jpg|thumb|none|600px|The M1911 pistol, note the slanted slide serrations and the grips stylized with only one diamond instead of two.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of different [[Mauser C96]] pistols is seen in the Alpha, listed under the same &amp;quot;Machine Pistol&amp;quot; moniker from ''[[Call of Duty: WWII|WWII]]''. It has the general appearance of the M1930 model of the C96, and is full-auto with detachable magazines like the M712 Schnellfeuer, despite lacking a selector switch, and also has a &amp;quot;Red 9&amp;quot; grip. As of the Beta, it uses &amp;quot;.30 Jaeger&amp;quot; ammo, likely a rename of .30 Mauser (i.e. 7.63x25mm Mauser) to avoid copyright issues; the word &amp;quot;Mauser&amp;quot; is however seen in other ammo types, confusing matters somewhat.&lt;br /&gt;
&lt;br /&gt;
It has a 10-round magazine by default, and has various magazine options, including 20 round 9x19mm magazines, an 8 round 9x19mm &amp;quot;fast mag&amp;quot; that is reloaded with 10-round stripper clips (''somehow'' being faster than reloading with magazines), a 40 round (looking for 12 rounds or so) for &amp;quot;7.62 Tokarev&amp;quot; (the C96 can fire the 7.62x25mm Tokarev round, but doing so is not recommended as it can damage the pistol), and finally &amp;quot;8mm Nambu&amp;quot; 20 round magazines, a caliber that the C96 never used. Notably, Yugoslavia manufactured 9mm M712 pistols, giving some historical precedent to the 9mm conversion.&lt;br /&gt;
[[File:Mauser C96 M1930.jpg|thumb|none|400px|Mauser C96 M1930 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser M712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96MauserRed9.jpg|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Vanguard C96 (1).jpg|thumb|none|600px|The default Mauser in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A [[Luger P08]] is seen in the reveal trailer and in artwork for the Dead Silence field upgrade, fitted with a suppressor.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm.  This is a 1917 dated handgun, thus it is a World War One firearm.]]&lt;br /&gt;
[[File:CODV P08 1.jpg|thumb|none|600px|A German tank commander with his Luger.]]&lt;br /&gt;
[[File:CODV Luger Menu.jpg|thumb|none|600px|The Luger in the Dead Silence artwork, fitted with a long suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is featured in the beta as the &amp;quot;RATT&amp;quot;, taking the TT from the pistol's actual name. It incorrectly holds 9 rounds by default; additionally, the rear sight and recoil spring plug aren't attached to the slide, and float in place when it moves back.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 (pre-1947) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Vanguard TT (1).jpg|thumb|none|600px|Previewing the TT pistol; note the oddly-shaped trigger guard, checkered grip panels, slide with 5 grasping serrations instead of 7, and rather concerning lack of a trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] appears in the Alpha as the default weapon in Champion Hill mode, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons. Sledgehammer refers to it as the &amp;quot;M1928&amp;quot;, which is the Thompson variant that could use drums. When reloading, the drum is correctly removed via a sideways movement (as correct as a drum on an M1A1 can be, anyway). An extended drum attachment holds 100 rounds. The initial draw animation involves the player locking open the bolt, then flicking the safety off (although it never moves and is always pointed at fire).&lt;br /&gt;
&lt;br /&gt;
In the beta a conversion to .30-06 is available; this appears to be based on [[Media:Thompson .30-06.jpg|this image]] of a prototype M1A1 in .30-06, though the in-game version lacks the necessary lengthened receiver and recoil spring tube of that version.&lt;br /&gt;
[[File:Tommy_m1.jpg|thumb|none|400px|M1A1 Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CODV thompson 1.jpg|thumb|none|600px|The wrong Thompson with a drum magazine in the Alpha. Despite the gun having a handguard, the player holds it by the drum like the PPSh.]]&lt;br /&gt;
[[File:CODV thompson 2.jpg|thumb|none|600px|A modified Thompson with a silencer, drum magazine and &amp;quot;Slate Reflector&amp;quot; sight.]]&lt;br /&gt;
[[File:CODV thomspon 4.jpg|thumb|none|601px|Reloading from empty.]]&lt;br /&gt;
[[File:CODV thompson 3.jpg|thumb|none|602px|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is an SMG available in the game.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODVanguard PromoArt MP40.jpg|thumb|none|600px|The MP40 held in first-person, as seen in the promotional art. Compared to previous depictions of the MP40 in the series, the player character holds the MP40 by the magazine well instead of grasping the magazine itself, the latter option likely to induce a malfunction.]]&lt;br /&gt;
[[File:Codvanmp401.jpg|thumb|none|600px|A soldier fires his MP40 in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Shredder&amp;quot; submachine gun in the Frontline weapons pack is a heavily customized [[MP41]]. It also briefly appears in the Alpha trailer, kitted out with a skeleton Thompson grip, an [[MP18]] barrel and a magazine similar in design to the ''Trommelmagazin 08''.&lt;br /&gt;
[[Image:Mp41-1.jpg|thumb|none|400px|MP41 - 9x19mm]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom MP41 on top, painted with Splittertarn camouflage and added M1921 Thompson foregrip, along with a barrel resembling the [[MP18]] barrel and a Glasvisier 16 scope.]]&lt;br /&gt;
[[File:Codvanmp411.jpg|thumb|none|600px|A soldier holds a heavily customized MP41 in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
==Owen==&lt;br /&gt;
The [[Owen Gun]] is carried by 2nd Lieutenant Riggs at the beginning of the trailer.&lt;br /&gt;
[[File:Owen MkI 1942.jpg|thumb|none|400px|Owen Mk I - 9x19mm. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.]]&lt;br /&gt;
[[File:Codvanowen1.jpg|thumb|none|600px|The Owen slung on Riggs' back when he opens the train doors.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Soldiers are seen carrying [[PPSh-41]]s at the beginning of the trailer.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is featured in the game.&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard Trailer StenMK2.jpg|thumb|none|600px|Sergeant Kingsley firing the Sten Mk II. Upon further examination, the rear sight appears to have been chopped in half. The few frames of it being fired it appears to be correctly depicted firing from an open bolt, however the bolt never moves forward to fire the round in the chamber for some reason. The bolt is erroneously modeled as an entire solid block extending to the back of the receiver, creating this goof where the bolt clips through the back of the receiver when firing. Also note that, for some reason, the buttplate is rotated 90 degrees. No shells are ejected when firing either. Unlike this shot, the Sten is held by the magwell in first person. Fortunately, all of the above issues have been fixed in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I/Sten Mk VI Hybrid===&lt;br /&gt;
The &amp;quot;Wildwood&amp;quot; submachine gun in the Frontline weapons pack is a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the [[Sten Mk VI]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:StenMkVI.jpg|thumb|none|400px|Sten Mk VI - 9x19mm]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom Sten on the bottom, painted with German helmet &amp;quot;Normandy&amp;quot; chicken wire style camouflage. Note the similarity with the &amp;quot;Rooted II&amp;quot; variant from ''Call of Duty: WWII''.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
A [[Type 100 submachine gun]] is used by an Allied soldier.&lt;br /&gt;
[[Image:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Type 100 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvancrate1.jpg|thumb|none|600px|A crate is opened in the Champion Hill mode, revealing a Type 100 submachine gun, two Sturmgewehr 44 rifles and an MG42 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Becker revolving shotgun==&lt;br /&gt;
The [[Becker revolving shotgun]] appears in the game as the &amp;quot;Revolving Shotgun&amp;quot;. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. has thought of issuing combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. In the Stalingrad Demo, it is seen being used by German soldiers. At the start of every reload, the ejector rod is correctly used to remove the last spent shell.&lt;br /&gt;
&lt;br /&gt;
A fictional 3-round detachable magazine is available as the &amp;quot;fast mag&amp;quot; for the Becker. The cylinder itself is replaced with a fixed plug that serves as a receiver; however, the spent cartridges are still ejected through the loading port on the right, making the whole thing mechanically questionable (i.e., in reality, it would have required an entire Dardick-style do-over of the feed system). More plausible modifications change the caliber of the shotgun and the number of rounds in the cylinder - which is mechanically plausible, but the Becker was only ever in 16 gauge.&lt;br /&gt;
&lt;br /&gt;
The weapon was referred to as the &amp;quot;Einhorn Revolving&amp;quot; in an official Call of Duty blog.&lt;br /&gt;
&lt;br /&gt;
[[File:Becker shotgun.jpg|thumb|none|450px|Becker revolving shotgun - 16 gauge]]&lt;br /&gt;
[[File:Codvanbecker1.jpg|thumb|none|600px|A soldier blows a hole in the wall with his Becker shotgun in the Champion Hill mode. Vanguard will have microdestruction features similar to ''[[Rainbow Six Siege]]''.]]&lt;br /&gt;
[[File:CODV Becker pickup.jpg|thumb|none|600px|The initial pick-up animation shows the weapon being cocked by pulling the barrel forward.]]&lt;br /&gt;
[[File:CODV Becker idle.jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODV Becker aiming.jpg|thumb|none|600px|Aiming while mounted.]]&lt;br /&gt;
[[File:CODV Becker reload1.jpg|thumb|none|600px|The ejector rod is used.]]&lt;br /&gt;
[[File:CODV Becker reload2.jpg|thumb|none|600px|Inserting a period-correct brass shell.]]&lt;br /&gt;
[[File:CODV Becker reload3.jpg|thumb|none|600px|Rotating the cylinder.]]&lt;br /&gt;
[[File:Vanguard Beckermagazine.jpg|thumb|none|600px|The dubious &amp;quot;16 Gauge 3-round Fast Mag&amp;quot; attachment, with an [[M1A1 Carbine]] stock assembly to boot. The ejector rod is still used at the start of a reload. The right hand is used when non-empty; the empty reload is similar ''WWII'''s Toggle-Action empty reload with a tacticool mag swap.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears in the game as the &amp;quot;Auto-Loading Shotgun&amp;quot;. The in-game Auto-5 anachronistically has the post-1953 Auto-5s' &amp;quot;Speed-load&amp;quot; features; the gun can be reloaded without holding down the carrier/bolt release button (which pre-1953 Auto-5s required), and the first shell inserted into an empty Auto-5 is automatically chambered.&lt;br /&gt;
&lt;br /&gt;
One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload. Another attachment adds the same fictional magazine from ''WWII's'' &amp;quot;Toggle-Action&amp;quot; shotgun as a 7 round detachable magazine.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|450px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[Image:CODV auto 1.jpg|thumb|none|600px|The Auto 5 in the Alpha. All sight options appear to add a rear sight or optical sight directly onto the barrel. While this was sometimes done in reality, particularly for use with slugs, this has been mounted too far to the rear to allow the barrel to recoil with the action as is proper for long-recoil shotguns.]]&lt;br /&gt;
[[Image:CODV auto aiming.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:CODV auto 4.jpg|thumb|none|600px|Aiming with a &amp;quot;Mustang Mk. 8 Reflector&amp;quot; sight.]]&lt;br /&gt;
[[Image:CODV auto 3.jpg|thumb|none|600px|Reloading; note the users thumb clipping through the weapon.]]&lt;br /&gt;
[[Image:CODV auto 5.jpg|thumb|none|600px|A heavily modified Auto-5 with a choke, no stock, the same sight from above, a drum magazine and a foregrip.]]&lt;br /&gt;
[[Image:CODV auto 6.jpg|thumb|none|600px|Removing the drum magazine without pressing a release of any sort - this drum is the same as the [[Walther automatic shotgun|Walther toggle-action shotgun]] from ''[[Call of Duty: WWII#Walther Toggle-Action|WWII]]'' and it holds 10 shells.]]&lt;br /&gt;
[[Image:CODV auto 7.jpg|thumb|none|600px|Getting a good look at the open ejection port, note the foregrip is now more visible.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] is seen in the Padmavati Balan intro trailer.&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Percussion Shotgun==&lt;br /&gt;
A Double Barrel Percussion Shotgun possibly of Remington make is available.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Unlike the previous WWII games, rifles are sorted into three categories much like the recent games: assault rifles, marksman rifles and sniper rifles. Assault rifles basically consist of fully-automatic rifles including LMGs like the BAR and Charlton, as well as the burst-fire Breda PG. Marksman rifles consist of semi-automatic rifles and sniper rifles consist of bolt-action rifles fitted with scopes (or iron sights if customized that way).&lt;br /&gt;
&lt;br /&gt;
==Arisaka Rifle==&lt;br /&gt;
An Arisaka Rifle is featured.&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The Costa Rican contract [[Breda PG]] returns from ''WWII'' as the &amp;quot;ITRA Burst&amp;quot;. As of the Beta, it incorrectly uses 7.92x57mm ammunition. A fictional 12 round fast magazine is available, and the weapon fires at 950 RPM, which is incorrect as the real weapon fired at 600 RPM.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Vanguard Breda PG (1).jpg|thumb|none|600px|Gunsmith view of the Breda PG rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is featured.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk. I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk.I]] is seen in promotional media. It is also seen in the hands of British paratroopers as well.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:Codvanleeenfield1.jpg|thumb|none|600px|The Lee-Enfield in the hand of a British soldier as he hops off a tank in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] rifle appears in the game. Unlike in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', the rounds left on the stripper clip when reloading are tracked properly, which applies to other stripper-clip loaded weapons too. The stripper clip is used with iron sights or other small scopes - larger sniper scopes use round-by-round reloads, as the chamber is blocked and stripper clips cannot be used. &lt;br /&gt;
&lt;br /&gt;
A fictional 3 round detachable magazine exists as the fast mag option - detachable magazines would never work with a Mauser rifle due to the design of the receiver rails and feed system.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV Kar 1.jpg|thumb|none|600px|Drawing the rifle.]]&lt;br /&gt;
[[File:CODV Kar 2.jpg|thumb|none|600px|Idle with the Kar98 rifle.]]&lt;br /&gt;
[[File:CODV Kar 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV Kar 4.jpg|thumb|none|600px|Working the bolt while aiming.]]&lt;br /&gt;
[[File:CODV Kar 5.jpg|thumb|none|600px|Reloading with a round left in the rifle results in your player character covering the breech to stop the round from being ejected. When performing an empty reload, the player character still does this, which should realistically result in there being a spent case at the bottom of the magazine, burned fingertips, and only 4 live rounds being loaded into the rifle.]]&lt;br /&gt;
[[File:CODV Kar 6.jpg|thumb|none|600px|Inserting shiny brass 7.92 Mauser rounds.]]&lt;br /&gt;
[[File:CODV Kar 7.jpg|thumb|none|600px|Although barely visible here, one round is left on the stripper clip.]]&lt;br /&gt;
[[File:CODV Kar 8.jpg|thumb|none|600px|Thanks to the shadows of Stalingrad, the full reload animation can barely be seen, however all five rounds have been pushed into the rifle here.]]&lt;br /&gt;
[[File:CODV Kar 9.jpg|thumb|none|600px|The stripper clip flies off into the shadows as the bolt is pushed forward.]]&lt;br /&gt;
[[File:CODV Kar 10.jpg|thumb|none|600px|A small goof occurs when reloading with less than 5 rounds in reserve -  four rounds are pushed into the rifle (which is all the player has available to them), but a fifth round remains on the stripper clip, visible in the player characters right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears in the Beta, classed as a marksman rifle. The mid-clip tactical reload features the player character retaining the half-spent clip in the rifle, but the chambered round is not shown ejecting as they pull back the op-rod/charging handle. Unlike in ''Call of Duty: WWII'', this is not a &amp;quot;sticky&amp;quot; Garand, and thus does not need to have the bolt pushed or smacked back into battery after loading a new clip. &lt;br /&gt;
&lt;br /&gt;
Using either the &amp;quot;.30-06 12 Round Mags&amp;quot; or the &amp;quot;16 Round Drum&amp;quot; option makes the weapon resemble the T20E3 Garand, an experimental model designed to use detachable magazines. In Warzone the 12 round mags are increased to the correct 20 round capacity they have in real life.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Vanguard M1 Garand (1).jpg|thumb|none|600px|The model of the M1 rifle in Gunsmith.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad  - .30-06]]&lt;br /&gt;
[[File:Vanguard M1D (1).jpg|thumb|none|600px|A pseudo M1D style sniper Garand.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06]]&lt;br /&gt;
[[File:Vanguard T20E2 (1).jpg|thumb|none|600px|The &amp;quot;.30-06 12 Round Mags&amp;quot; T20E2 Garand lookalike, the magazine is curiously larger than the higher-capacity magazines of the real weapon, and still pings when it is empty. It can also take 16-round drums of .30-06 or 6.5 Arisaka (which reuse the drum model from the &amp;quot;Toggle-Action&amp;quot; from ''WWII''), or be rechambered to .303 Enfield.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]] appears in the game as the &amp;quot;3-Line Rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A very anachronistic detachable 3 round magazine appears as the fast mag option for the Mosin (despite the fact that it is even longer than original).&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|450px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:CODV Mosin 1.jpg|thumb|none|600px|Lieutenant Petrova aims with the Mosin in the trailer. Notice the offset 4-Power NTC Kogaku scope which in a continuity error was a PEM scope in the previous scene showing the first-person perspective.]]&lt;br /&gt;
[[File:CODV Mosin 2.jpg|thumb|none|600px|The Mosin rifle on the ground.]]&lt;br /&gt;
[[File:CODV Mosin 3.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:CODV Mosin 4.jpg|thumb|none|600px|The second half of the draw animation.]]&lt;br /&gt;
[[File:CODV Mosin 5.jpg|thumb|none|600px|Overlooking a courtyard with the Mosin rifle.]]&lt;br /&gt;
[[File:CODV Mosin 6.jpg|thumb|none|600px|Dual-rendered scopes return from previous COD games, as the character aims at German soldiers. The scope itself is a PEM scope with the same reticle as the Kar98k's sniper scope from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODV Mosin 7.jpg|thumb|none|600px|Reloading round by round. Note that the bolt hasn't been rotated far enough to clear the receiver and instead clips through the right side of the receiver to be moved backwards. This does not happen during the cycling animation. Also the player character will always cover the ejection port when reloading, even if the rifle is empty.]]&lt;br /&gt;
[[File:CodvanguardBETAnugget3p.jpg|thumb|none|600px|A strange visual glitch spotted during beta. While the third person animations are very high quality, with features like the bolt dropping when shooting being depicted, the bolt assembly will magically hover when reloading. This could be an error due to the reload animation possibly being reused from the Kar98k in MW2019, and thus the position of the rifle body being in a slightly wrong location from the bolt and hands models.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears in the game as the &amp;quot;STG44&amp;quot;. It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943.&lt;br /&gt;
&lt;br /&gt;
Modifications include an 45-round drum, which appears to be a heavily modified MG42 drum seemingly rechambered for the 7.92x33mm Kurz. Magazines for &amp;quot;.30 Russian short&amp;quot;, i.e. the Soviet 7.62x39mm, are also available; this cartridge is period-accurate as it was produced and tested during WW2, but it was never historically used on the StG 44. The 7.62x39mm magazines are also incorrectly modeled as straight magazines; 7.62x39mm rounds have a significant taper to them, giving their magazines a distinctive curve. &lt;br /&gt;
&lt;br /&gt;
While the HUD states the proper 7.92x33mm chambering, the weapon can be seen ejecting 8mm Mauser casings.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Sturmgewehr 44 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvanstg1.jpg|thumb|none|600px|First-person view of the StG44 being aimed, fitted with a fictionalized and miniaturized aircraft [[Talk:Call of Duty: Vanguard#Barr &amp;amp; Stroud Reflector Gun Sight Mk II|reflector gun sight Mk II]].]]&lt;br /&gt;
[[File:CODV stg 1.jpg|thumb|none|600px|Pilfering the StG-44 from a dead German in Stalingrad. Like in the first ''[[Call of Duty]]'' game, the StG 44 is featured in the Battle of Stalingrad where it was not used in reality. Also note the rather modern trigger discipline.]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|600px|Admiring the effects of a Molotov with the assault rifle.]]&lt;br /&gt;
[[File:CODV stg 3.jpg|thumb|none|600px|Aiming - the fire effects obfuscate the ironsights.]]&lt;br /&gt;
[[File:CODV stg 4.jpg|thumb|none|600px|And here the hitmarker gets in the way. But at least we can see the well-modelled fired casing flying out of the rifle.]]&lt;br /&gt;
[[File:CODV stg 5.jpg|thumb|none|600px|Removing an empty magazine. Tactical reloads are done with two magazines in one hand, similar to the [[AK-47]] reload in ''Modern Warfare''.]]&lt;br /&gt;
[[File:CODV stg 6.jpg|thumb|none|600px|Which goes flying through the air.]]&lt;br /&gt;
[[File:CODV stg 7.jpg|thumb|none|600px|And inserting a new one]]&lt;br /&gt;
[[File:CODV stg 8.jpg|thumb|none|600px|Pulling the charging handle all the way back, unlike Sledgehammer's last ''[[Call of Duty: WWII|WWII]]'' game.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle is seen in the Polina Petrova intro trailer and in the PC trailer.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 (Model 4) - 7.62x41mm M43]]&lt;br /&gt;
[[File:VanguardAS44StalingradPolina.jpg|thumb|none|600px|Polina reloads a customized AS44 during the &amp;quot;Stalingrad&amp;quot; mission.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] returns from COD:WWII. This time more accurately being used by Soviet soldiers and Partisans.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:VanguardSVT40PolinaStalingrad.jpg|thumb|none|600px|Polina picks up an SVT-40 and performs an ammo check.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr==&lt;br /&gt;
The [[Volkssturmgewehr]] appears as the &amp;quot;Volk&amp;quot;.&lt;br /&gt;
[[Image:Volkssturmgewehr1-5.jpg|thumb|none|400px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Vanguard Volkssturmgewehr (1).jpg|thumb|none|600px|A preview of the Volkssturmgewehr in the beta.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bren Gun==&lt;br /&gt;
The [[Bren gun]] appears in the game as a light machine gun. It has a much more accurate fire rate than in ''Call of Duty: WWII'', but with the rear sight incorrectly mounted on the barrel (or rather, not mounted, since it just floats in mid-air; this appears to be a bug). The player also grips the gas tube, a sure-fire way to burn you hand.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|400px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:Vanguard Bren (1).jpg|thumb|none|600px|The Bren Mk.2 in the gunsmith preview. Note that the rear sight is correctly attached to the receiver here, suggesting that its in-game location is a bug.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] returns from ''WWII'' as an assault rifle, under the same &amp;quot;NZ-41&amp;quot; name. As with ''WWII'', its model is mirrored.  Its default magazine model, the standard-size 10-round SMLE magazines, hold a ludicrous 30 rounds in gameplay.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|none|450px|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Codvancharlton1.jpg|thumb|none|600px|Riggs fires his Charlton while fighting in North Africa.]]&lt;br /&gt;
[[File:Vanguard Charlton (1).jpg|thumb|none|600px|Viewing the model of the mirrored Charlton.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
A [[Degtyaryov DP-27]] with the pistol grip of the [[Degtyaryov DPM|DPM]] variant is indexed as the &amp;quot;DP27&amp;quot; in ''Vanguard''. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds (like on the tank-mounted DT variants) instead of 47.&lt;br /&gt;
&lt;br /&gt;
An upgraded version holds 105 rounds, while the 30 round &amp;quot;speed belt&amp;quot; upgrade converts the weapon into effectively an [[Degtyaryov RP-46|RP-46]], which is anachronistic, and also peculiar as a &amp;quot;speed&amp;quot; option, as a belt should take longer to reload then a magazine. With this upgrade, the chamber still has a round in it when reloading from empty. The player holds the weapon with their fingers in the way of the bolt, which would be very painful in real life.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyaryov DP-27/28 - 7.62x54mm R]]&lt;br /&gt;
[[File:Dpm.jpg|thumb|none|400px|Degtyarev DPM - 7.62x54mm R]]&lt;br /&gt;
[[File:Vanguard DPM (1).jpg|thumb|none|600px|A preview of the Degtyaryov in the beta - note the missing heatshield and exposed recoil spring; the stock is still from the original DP-27/28 pattern.]]&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] appears with a stylized and elongated handguard by default, while the HUD has the correct handguard length. It is able to switch between full-auto (at a slow fire rate of 400 RPM) and semi-auto, which is incorrect: the real M1918A2's fire selector instead had a slow full-auto and fast full-auto option, while the earlier M1918 could switch between semi-auto and ''fast'' full-auto (500-650 RPM). A 30 round curved magazine is available, which supposedly fires .50 BMG rounds. In the Beta it is classed as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
Anachronistic 10 round aftermarket magazines are available as the &amp;quot;12 round fast mags&amp;quot;, which holds 2 rounds too many.&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|450px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:Codvanbar1.jpg|thumb|none|600px|A soldier fires his BAR through some destroyed cover in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguard BAR (1).jpg|thumb|none|600px|The BAR in the Gunsmith preview, with its unusual handguard and WWI-era wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]], fitted with a drum, appears in the game. Said drum holds 125 rounds, which is incorrect, the MG42 had a 50 round drum. For some reason it lacks a muzzle in the multiplayer by default and more bizarrely the proper muzzle isn't available even as attachment. The belt links are incorrectly depicted as disintegrating. Like the DP-27, the fast mag option adds a belt of 50 rounds, which would more than likely take longer to reload than the drum in real life.&lt;br /&gt;
The MG42 can be rechambered for 6.5x50mm Arisaka rounds or even more ludicrously, .50 BMG.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV MG42 1.jpg|thumb|none|600px|MG42 with drum magazine, used by a German soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Type 11==&lt;br /&gt;
The [[Type 11 light machine gun]] will be available at launch. One upgrade is a completely fictional STANAG style straight magazine holding 20 rounds.&lt;br /&gt;
[[File:Type 11 LMG bipod and sling.jpg|thumb|none|450px|Type 11 light machine gun with bipod/sling - 6.5x50mm Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Type 96==&lt;br /&gt;
The [[Type 96 light machine gun|Type 96 LMG]] is briefly seen in the trailer.&lt;br /&gt;
[[File:Type96.jpg|thumb|none|450px|Nambu Type 96 (minus magazine) equipped with a 2.5X Fuji periscope sight - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvantype961.jpg|thumb|none|600px|A Type 96 is fired from a Japanese pillbox at American forces.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A man-portable depiction of the [[Vickers|Vickers Mk. I]] is available in the game as a killstreak called the &amp;quot;Frankengun&amp;quot; in the Alpha and &amp;quot;Deathmachine&amp;quot; in the Beta. It has 100 rounds, which are explosive, as well as unusable AA sights. One of the voice lines when deploying it yells &amp;quot;Spinning up Deathmachine!&amp;quot; implying that the devs believe that [[Vickers|Vickers Mk. I]] is some form of gatling gun, not unlike the [[M134]] used in previous games in the franchise. When the weapon is empty, the ammo crate is still modeled with rounds in it.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:Codvanvickers1.jpg|thumb|none|600px|Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the [[MG08/15]] in [[Battlefield 1]].]]&lt;br /&gt;
[[File:Codvanvickers2.jpg|thumb|none|600px|Wreaking havoc with the Vickers. It appears to be loaded with explosive ammo given its destructive firepower.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Mk 2 Grenade==&lt;br /&gt;
American [[Mk 2 hand grenade]]s can be seen in the African section of the trailer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The [[Mk.V CN Gas Grenade]] appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
[[Model 24 Stielhandgranate]]s can be seen lying on the ground next to a German helmet in the teaser trailer. It is also carried by Nazi zombies.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Armour Plates field upgrade and the Warmachine field upgrade.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 Mk. 1==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade|No. 69 Mk. 1]] is seen in the Alpha as a stun grenade. The character throws it using only one hand in a rather tactical and too modern manner for the setting due to reusing ''Modern Warfare'' mechanics.&lt;br /&gt;
[[Image:69grenade.jpg|thumb|none|200px|No. 69 Mk. 1 High-Explosive hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 &amp;quot;Gammon Bomb&amp;quot;==&lt;br /&gt;
The [[Gammon Grenade|No. 82 Gammon Bomb]] appears as the &amp;quot;Impact Grenade&amp;quot; in the Alpha.&lt;br /&gt;
[[Image:Gammon.jpg|thumb|none|No. 82 Gammon Grenade]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns in the Alpha as the &amp;quot;Proximity Mine&amp;quot;, functioning like a [[M18 Claymore]] from other titles.&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|400px|S-Mine 35. Note the fuze is in the centre of the mine body; the later S-Mine 44's fuze was instead offset.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified smoke grenade==&lt;br /&gt;
Unidentified stun/smoke grenade is used by a British paratrooper in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 41==&lt;br /&gt;
The German [[Flammenwerfer 41]] is available as part of the &amp;quot;Flamenaut&amp;quot; streak, which also includes a heavy armoured suit like the &amp;quot;Flame Trooper&amp;quot; from ''[[Battlefield 1]]''. This suit obscures your vision but gives you much more health.&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|300px|Flammenwerfer mit Strahlpatrone 41]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
An [[M2 Flamethrower]] is seen in on a table in the buy round of the &amp;quot;Champion Hill&amp;quot; mode. The weapon is also seen being used in the story trailer and the PC trailer.&lt;br /&gt;
[[File:M2-2FlameAth.jpg|thumb|none|300px|M2-2 flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears in the beta. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:Vanguard M1 Bazooka (1).jpg|thumb|none|600px|The Bazooka in the loadout selection preview.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears in the beta. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:Vanguard Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the beta Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Bomb Thrower, 2 inch, Mk I==&lt;br /&gt;
The [[Ordnance SBML 2 inch Mortar|Bomb Thrower, 2 inch, Mk I]] appears as the the MK 11 Launcher. The &amp;quot;Warmachine&amp;quot; killstreak is also a fictionalized depiction of it that fires impact-detonated grenades and has a drum magazine like the AGS-17.&lt;br /&gt;
[[Image:2 inch Smoke Mortar.jpg|thumb|none|400px|Bomb Thrower, 2 inch, Mk I (UK) / 2 inch Mortar M3 (US) - 50.8mm smoke bomb]]&lt;br /&gt;
&lt;br /&gt;
= Others =&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol==&lt;br /&gt;
The [[Webley_%26_Scott_Signal_Pistols#Webley_.26_Scott_No._1_Mk._V|Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol]] is used several times in key moments throughout the campaign.&lt;br /&gt;
[[Image:British-No1-MkV-Flare.jpg|thumb|none|300px|No. 1 Mk. V Signal Pistol - 1 inch - steel frame and barrel]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
A German Stuka dive bomber in the trailer can be seen with two 3.7 cm ''Bordkanonen''. In the final level, gun pods not yet mounted on planes can be seen in the airbase.&lt;br /&gt;
[[File:Bordkanone 3,7.jpg|thumb|none|400px|Bordkanone 3,7 - 37mm]]&lt;br /&gt;
[[File:Codvanstuka1.jpg|thumb|none|600px|A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.]]&lt;br /&gt;
&lt;br /&gt;
==3 Inch/50 Mark 2 Model 4==&lt;br /&gt;
The stranded American navy cargo ship has several 3 Inch/50 Mark 2 Model 4 deck guns.&lt;br /&gt;
[[File:3Inch50Calibergun.jpg|thumb|none|400px|3 Inch 50 Caliber Anti-Aircraft Gun Display at Chengkungling History Museum, China.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
A [[5 cm Pak 38]] Anti Tank gun can be seen on the multiplayer map.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
What appears to be a German 15 cm TbtsK C/36 naval gun is seen during the trailer.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm TbtsK C/36 naval gun at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is seen mounted in British Crusader Tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
A British BL 4.5-inch medium field gun is seen on a promotional picture for the &amp;quot;Caldera&amp;quot; Warzone map.&lt;br /&gt;
[[File:CoDVanguard-BLGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
M4 Sherman tanks have hull-mounted [[Browning M1919A4]] machine guns.&lt;br /&gt;
[[Image:M1919A4 pintle.jpg|thumb|400px|none|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
[[Browning M2]] machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific.&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:Codvanbrowning1.jpg|thumb|none|600px|A tail gunner fires his twin Browning M2 machine guns at attacking Zero fighters.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
A Soviet T-34/85 with a hull-mounted [[Degtyaryov DT]] is seen during the Stalingrad Demo Play-through. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
An [[MG13]] machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Dreyse MG13 - 7.92x57 Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks in the reveal trailer.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|400px|MG 81 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG131==&lt;br /&gt;
The [[MG131]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==MG151==&lt;br /&gt;
The [[MG 151 cannon]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:MG-151.jpg|thumb|none|400px|MG 151/20 Cannon - 20x82mm]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120mm Dual-Purpose Gun==&lt;br /&gt;
Japanese aircraft carrier ''Akagi'' has several Type 10 120mm Dual-Purpose Guns.&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
&lt;br /&gt;
==Type 89 12.7 cm/40 naval gun==&lt;br /&gt;
A heavy Japanese Anti-air gun is mounted on the &amp;quot;Gavutu&amp;quot; map which is a Type 89 12.7 cm/40 naval gun.&lt;br /&gt;
[[File:Type89navalgun.jpg|thumb|400px|none|Twin Type 89 12.7 cm/40  naval gun mounting at Balikpapan, Borneo.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 25 mm AT/AA Gun==&lt;br /&gt;
A [[Type 96 25 mm AT/AA Gun]] is fired by Japanese soldiers in the reveal trailer.&lt;br /&gt;
[[File:Type 96 25mm twin.jpg|thumb|300px|none|Type 96 twin AA mounting - 25x163mm]]&lt;br /&gt;
[[File:Codvantype96aa1.jpg|thumb|none|600px|The Type 96 AA gun firing at American warplanes in the Pacific.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]] is the nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters.&lt;br /&gt;
[[Image:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
The [[M2 Mortar]] is present as the &amp;quot;Mortar Barrage&amp;quot; killstreak.&lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|350px|M2 Mortar - 60mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1451849</id>
		<title>Call of Duty: Vanguard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1451849"/>
		<updated>2021-11-05T09:54:27Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Type 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Vanguard&lt;br /&gt;
|picture=Codvanguardcover1.jpg&lt;br /&gt;
|caption=''Cover Artwork''&lt;br /&gt;
|date=November 5, 2021&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Vanguard''''' is a first person shooter developed by Sledgehammer Games and published by Activision on Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows on November 5th, 2021. It is the eighteenth game in the ''Call of Duty'' franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, ''[[Call of Duty: WWII]]''. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' and ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', Vanguard uses the Gunsmith system for its weapon attachments and customisation. Caliber conversions return from Modern Warfare (2019) and are a bit more ludicrous, such as converting LMGs to fire .50 BMG rounds (which would be way too big to fit in them at all). Also returning are different ammunition types, ranging from incendiary rounds to frangible rounds.&lt;br /&gt;
&lt;br /&gt;
Multiplayer features a new mode called Champion Hill, where small teams of two or three players battle in small arenas to be the only survivor. In between rounds, they can use the cash they've earned to purchase upgrades and better weapons.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] appears under the &amp;quot;1911&amp;quot; name and has 8 round magazines by default, which is anachronistic, as 8 round magazines did not exist for the M1911 in WWII.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|350px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:Codvancolt1.jpg|thumb|none|600px|A tail gunner shoots down a Zero fighter plane with his M1911A1 pistol. This is a loose reference to a real feat during the war by Owen. J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.]]&lt;br /&gt;
[[File:Vanguard M1911 (1).jpg|thumb|none|600px|The M1911 pistol, note the slanted slide serrations and the grips stylized with only one diamond instead of two.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of different [[Mauser C96]] pistols is seen in the Alpha, listed under the same &amp;quot;Machine Pistol&amp;quot; moniker from ''[[Call of Duty: WWII|WWII]]''. It has the general appearance of the M1930 model of the C96, and is full-auto with detachable magazines like the M712 Schnellfeuer, despite lacking a selector switch, and also has a &amp;quot;Red 9&amp;quot; grip. As of the Beta, it uses &amp;quot;.30 Jaeger&amp;quot; ammo, likely a rename of .30 Mauser (i.e. 7.63x25mm Mauser) to avoid copyright issues; the word &amp;quot;Mauser&amp;quot; is however seen in other ammo types, confusing matters somewhat.&lt;br /&gt;
&lt;br /&gt;
It has a 10-round magazine by default, and has various magazine options, including 20 round 9x19mm magazines, an 8 round 9x19mm &amp;quot;fast mag&amp;quot; that is reloaded with 10-round stripper clips (''somehow'' being faster than reloading with magazines), a 40 round (looking for 12 rounds or so) for &amp;quot;7.62 Tokarev&amp;quot; (the C96 can fire the 7.62x25mm Tokarev round, but doing so is not recommended as it can damage the pistol), and finally &amp;quot;8mm Nambu&amp;quot; 20 round magazines, a caliber that the C96 never used. Notably, Yugoslavia manufactured 9mm M712 pistols, giving some historical precedent to the 9mm conversion.&lt;br /&gt;
[[File:Mauser C96 M1930.jpg|thumb|none|400px|Mauser C96 M1930 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser M712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96MauserRed9.jpg|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Vanguard C96 (1).jpg|thumb|none|600px|The default Mauser in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A [[Luger P08]] is seen in the reveal trailer and in artwork for the Dead Silence field upgrade, fitted with a suppressor.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm.  This is a 1917 dated handgun, thus it is a World War One firearm.]]&lt;br /&gt;
[[File:CODV P08 1.jpg|thumb|none|600px|A German tank commander with his Luger.]]&lt;br /&gt;
[[File:CODV Luger Menu.jpg|thumb|none|600px|The Luger in the Dead Silence artwork, fitted with a long suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is featured in the beta as the &amp;quot;RATT&amp;quot;, taking the TT from the pistol's actual name. It incorrectly holds 9 rounds by default; additionally, the rear sight and recoil spring plug aren't attached to the slide, and float in place when it moves back.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 (pre-1947) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Vanguard TT (1).jpg|thumb|none|600px|Previewing the TT pistol; note the oddly-shaped trigger guard, checkered grip panels, slide with 5 grasping serrations instead of 7, and rather concerning lack of a trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] appears in the Alpha as the default weapon in Champion Hill mode, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons. Sledgehammer refers to it as the &amp;quot;M1928&amp;quot;, which is the Thompson variant that could use drums. When reloading, the drum is correctly removed via a sideways movement (as correct as a drum on an M1A1 can be, anyway). An extended drum attachment holds 100 rounds. The initial draw animation involves the player locking open the bolt, then flicking the safety off (although it never moves and is always pointed at fire).&lt;br /&gt;
&lt;br /&gt;
In the beta a conversion to .30-06 is available; this appears to be based on [[Media:Thompson .30-06.jpg|this image]] of a prototype M1A1 in .30-06, though the in-game version lacks the necessary lengthened receiver and recoil spring tube of that version.&lt;br /&gt;
[[File:Tommy_m1.jpg|thumb|none|400px|M1A1 Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CODV thompson 1.jpg|thumb|none|600px|The wrong Thompson with a drum magazine in the Alpha. Despite the gun having a handguard, the player holds it by the drum like the PPSh.]]&lt;br /&gt;
[[File:CODV thompson 2.jpg|thumb|none|600px|A modified Thompson with a silencer, drum magazine and &amp;quot;Slate Reflector&amp;quot; sight.]]&lt;br /&gt;
[[File:CODV thomspon 4.jpg|thumb|none|601px|Reloading from empty.]]&lt;br /&gt;
[[File:CODV thompson 3.jpg|thumb|none|602px|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is an SMG available in the game.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODVanguard PromoArt MP40.jpg|thumb|none|600px|The MP40 held in first-person, as seen in the promotional art. Compared to previous depictions of the MP40 in the series, the player character holds the MP40 by the magazine well instead of grasping the magazine itself, the latter option likely to induce a malfunction.]]&lt;br /&gt;
[[File:Codvanmp401.jpg|thumb|none|600px|A soldier fires his MP40 in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Shredder&amp;quot; submachine gun in the Frontline weapons pack is a heavily customized [[MP41]]. It also briefly appears in the Alpha trailer, kitted out with a skeleton Thompson grip, an [[MP18]] barrel and a magazine similar in design to the ''Trommelmagazin 08''.&lt;br /&gt;
[[Image:Mp41-1.jpg|thumb|none|400px|MP41 - 9x19mm]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom MP41 on top, painted with Splittertarn camouflage and added M1921 Thompson foregrip, along with a barrel resembling the [[MP18]] barrel and a Glasvisier 16 scope.]]&lt;br /&gt;
[[File:Codvanmp411.jpg|thumb|none|600px|A soldier holds a heavily customized MP41 in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
==Owen==&lt;br /&gt;
The [[Owen Gun]] is carried by 2nd Lieutenant Riggs at the beginning of the trailer.&lt;br /&gt;
[[File:Owen MkI 1942.jpg|thumb|none|400px|Owen Mk I - 9x19mm. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.]]&lt;br /&gt;
[[File:Codvanowen1.jpg|thumb|none|600px|The Owen slung on Riggs' back when he opens the train doors.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Soldiers are seen carrying [[PPSh-41]]s at the beginning of the trailer.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is featured in the game.&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard Trailer StenMK2.jpg|thumb|none|600px|Sergeant Kingsley firing the Sten Mk II. Upon further examination, the rear sight appears to have been chopped in half. The few frames of it being fired it appears to be correctly depicted firing from an open bolt, however the bolt never moves forward to fire the round in the chamber for some reason. The bolt is erroneously modeled as an entire solid block extending to the back of the receiver, creating this goof where the bolt clips through the back of the receiver when firing. Also note that, for some reason, the buttplate is rotated 90 degrees. No shells are ejected when firing either. Unlike this shot, the Sten is held by the magwell in first person. Fortunately, all of the above issues have been fixed in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I/Sten Mk VI Hybrid===&lt;br /&gt;
The &amp;quot;Wildwood&amp;quot; submachine gun in the Frontline weapons pack is a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the [[Sten Mk VI]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:StenMkVI.jpg|thumb|none|400px|Sten Mk VI - 9x19mm]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom Sten on the bottom, painted with German helmet &amp;quot;Normandy&amp;quot; chicken wire style camouflage. Note the similarity with the &amp;quot;Rooted II&amp;quot; variant from ''Call of Duty: WWII''.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
A [[Type 100 submachine gun]] is used by an Allied soldier.&lt;br /&gt;
[[Image:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Type 100 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvancrate1.jpg|thumb|none|600px|A crate is opened in the Champion Hill mode, revealing a Type 100 submachine gun, two Sturmgewehr 44 rifles and an MG42 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Becker revolving shotgun==&lt;br /&gt;
The [[Becker revolving shotgun]] appears in the game as the &amp;quot;Revolving Shotgun&amp;quot;. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. has thought of issuing combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. In the Stalingrad Demo, it is seen being used by German soldiers. At the start of every reload, the ejector rod is correctly used to remove the last spent shell.&lt;br /&gt;
&lt;br /&gt;
A fictional 3-round detachable magazine is available as the &amp;quot;fast mag&amp;quot; for the Becker. The cylinder itself is replaced with a fixed plug that serves as a receiver; however, the spent cartridges are still ejected through the loading port on the right, making the whole thing mechanically questionable (i.e., in reality, it would have required an entire Dardick-style do-over of the feed system). More plausible modifications change the caliber of the shotgun and the number of rounds in the cylinder - which is mechanically plausible, but the Becker was only ever in 16 gauge.&lt;br /&gt;
&lt;br /&gt;
The weapon was referred to as the &amp;quot;Einhorn Revolving&amp;quot; in an official Call of Duty blog.&lt;br /&gt;
&lt;br /&gt;
[[File:Becker shotgun.jpg|thumb|none|450px|Becker revolving shotgun - 16 gauge]]&lt;br /&gt;
[[File:Codvanbecker1.jpg|thumb|none|600px|A soldier blows a hole in the wall with his Becker shotgun in the Champion Hill mode. Vanguard will have microdestruction features similar to ''[[Rainbow Six Siege]]''.]]&lt;br /&gt;
[[File:CODV Becker pickup.jpg|thumb|none|600px|The initial pick-up animation shows the weapon being cocked by pulling the barrel forward.]]&lt;br /&gt;
[[File:CODV Becker idle.jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODV Becker aiming.jpg|thumb|none|600px|Aiming while mounted.]]&lt;br /&gt;
[[File:CODV Becker reload1.jpg|thumb|none|600px|The ejector rod is used.]]&lt;br /&gt;
[[File:CODV Becker reload2.jpg|thumb|none|600px|Inserting a period-correct brass shell.]]&lt;br /&gt;
[[File:CODV Becker reload3.jpg|thumb|none|600px|Rotating the cylinder.]]&lt;br /&gt;
[[File:Vanguard Beckermagazine.jpg|thumb|none|600px|The dubious &amp;quot;16 Gauge 3-round Fast Mag&amp;quot; attachment, with an [[M1A1 Carbine]] stock assembly to boot. The ejector rod is still used at the start of a reload. The right hand is used when non-empty; the empty reload is similar ''WWII'''s Toggle-Action empty reload with a tacticool mag swap.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears in the game as the &amp;quot;Auto-Loading Shotgun&amp;quot;. The in-game Auto-5 anachronistically has the post-1953 Auto-5s' &amp;quot;Speed-load&amp;quot; features; the gun can be reloaded without holding down the carrier/bolt release button (which pre-1953 Auto-5s required), and the first shell inserted into an empty Auto-5 is automatically chambered.&lt;br /&gt;
&lt;br /&gt;
One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload. Another attachment adds the same fictional magazine from ''WWII's'' &amp;quot;Toggle-Action&amp;quot; shotgun as a 7 round detachable magazine.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|450px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[Image:CODV auto 1.jpg|thumb|none|600px|The Auto 5 in the Alpha. All sight options appear to add a rear sight or optical sight directly onto the barrel. While this was sometimes done in reality, particularly for use with slugs, this has been mounted too far to the rear to allow the barrel to recoil with the action as is proper for long-recoil shotguns.]]&lt;br /&gt;
[[Image:CODV auto aiming.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:CODV auto 4.jpg|thumb|none|600px|Aiming with a &amp;quot;Mustang Mk. 8 Reflector&amp;quot; sight.]]&lt;br /&gt;
[[Image:CODV auto 3.jpg|thumb|none|600px|Reloading; note the users thumb clipping through the weapon.]]&lt;br /&gt;
[[Image:CODV auto 5.jpg|thumb|none|600px|A heavily modified Auto-5 with a choke, no stock, the same sight from above, a drum magazine and a foregrip.]]&lt;br /&gt;
[[Image:CODV auto 6.jpg|thumb|none|600px|Removing the drum magazine without pressing a release of any sort - this drum is the same as the [[Walther automatic shotgun|Walther toggle-action shotgun]] from ''[[Call of Duty: WWII#Walther Toggle-Action|WWII]]'' and it holds 10 shells.]]&lt;br /&gt;
[[Image:CODV auto 7.jpg|thumb|none|600px|Getting a good look at the open ejection port, note the foregrip is now more visible.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] is seen in the Padmavati Balan intro trailer.&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Percussion Shotgun==&lt;br /&gt;
A Double Barrel Percussion Shotgun possibly of Remington make is available.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Unlike the previous WWII games, rifles are sorted into three categories much like the recent games: assault rifles, marksman rifles and sniper rifles. Assault rifles basically consist of fully-automatic rifles including LMGs like the BAR and Charlton, as well as the burst-fire Breda PG. Marksman rifles consist of semi-automatic rifles and sniper rifles consist of bolt-action rifles fitted with scopes (or iron sights if customized that way).&lt;br /&gt;
&lt;br /&gt;
==Arisaka Rifle==&lt;br /&gt;
An Arisaka Rifle is featured.&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The Costa Rican contract [[Breda PG]] returns from ''WWII'' as the &amp;quot;ITRA Burst&amp;quot;. As of the Beta, it incorrectly uses 7.92x57mm ammunition. A fictional 12 round fast magazine is available, and the weapon fires at 950 RPM, which is incorrect as the real weapon fired at 600 RPM.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Vanguard Breda PG (1).jpg|thumb|none|600px|Gunsmith view of the Breda PG rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is featured.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk. I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk.I]] is seen in promotional media. It is also seen in the hands of British paratroopers as well.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:Codvanleeenfield1.jpg|thumb|none|600px|The Lee-Enfield in the hand of a British soldier as he hops off a tank in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] rifle appears in the game. Unlike in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', the rounds left on the stripper clip when reloading are tracked properly, which applies to other stripper-clip loaded weapons too. The stripper clip is used with iron sights or other small scopes - larger sniper scopes use round-by-round reloads, as the chamber is blocked and stripper clips cannot be used. &lt;br /&gt;
&lt;br /&gt;
A fictional 3 round detachable magazine exists as the fast mag option - detachable magazines would never work with a Mauser rifle due to the design of the receiver rails and feed system.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV Kar 1.jpg|thumb|none|600px|Drawing the rifle.]]&lt;br /&gt;
[[File:CODV Kar 2.jpg|thumb|none|600px|Idle with the Kar98 rifle.]]&lt;br /&gt;
[[File:CODV Kar 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV Kar 4.jpg|thumb|none|600px|Working the bolt while aiming.]]&lt;br /&gt;
[[File:CODV Kar 5.jpg|thumb|none|600px|Reloading with a round left in the rifle results in your player character covering the breech to stop the round from being ejected. When performing an empty reload, the player character still does this, which should realistically result in there being a spent case at the bottom of the magazine, burned fingertips, and only 4 live rounds being loaded into the rifle.]]&lt;br /&gt;
[[File:CODV Kar 6.jpg|thumb|none|600px|Inserting shiny brass 7.92 Mauser rounds.]]&lt;br /&gt;
[[File:CODV Kar 7.jpg|thumb|none|600px|Although barely visible here, one round is left on the stripper clip.]]&lt;br /&gt;
[[File:CODV Kar 8.jpg|thumb|none|600px|Thanks to the shadows of Stalingrad, the full reload animation can barely be seen, however all five rounds have been pushed into the rifle here.]]&lt;br /&gt;
[[File:CODV Kar 9.jpg|thumb|none|600px|The stripper clip flies off into the shadows as the bolt is pushed forward.]]&lt;br /&gt;
[[File:CODV Kar 10.jpg|thumb|none|600px|A small goof occurs when reloading with less than 5 rounds in reserve -  four rounds are pushed into the rifle (which is all the player has available to them), but a fifth round remains on the stripper clip, visible in the player characters right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears in the Beta, classed as a marksman rifle. The mid-clip tactical reload features the player character retaining the half-spent clip in the rifle, but the chambered round is not shown ejecting as they pull back the op-rod/charging handle. Unlike in ''Call of Duty: WWII'', this is not a &amp;quot;sticky&amp;quot; Garand, and thus does not need to have the bolt pushed or smacked back into battery after loading a new clip. &lt;br /&gt;
&lt;br /&gt;
Using either the &amp;quot;.30-06 12 Round Mags&amp;quot; or the &amp;quot;16 Round Drum&amp;quot; option makes the weapon resemble the T20E3 Garand, an experimental model designed to use detachable magazines. In Warzone the 12 round mags are increased to the correct 20 round capacity they have in real life.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Vanguard M1 Garand (1).jpg|thumb|none|600px|The model of the M1 rifle in Gunsmith.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad  - .30-06]]&lt;br /&gt;
[[File:Vanguard M1D (1).jpg|thumb|none|600px|A pseudo M1D style sniper Garand.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06]]&lt;br /&gt;
[[File:Vanguard T20E2 (1).jpg|thumb|none|600px|The &amp;quot;.30-06 12 Round Mags&amp;quot; T20E2 Garand lookalike, the magazine is curiously larger than the higher-capacity magazines of the real weapon, and still pings when it is empty. It can also take 16-round drums of .30-06 or 6.5 Arisaka (which reuse the drum model from the &amp;quot;Toggle-Action&amp;quot; from ''WWII''), or be rechambered to .303 Enfield.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]] appears in the game as the &amp;quot;3-Line Rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A very anachronistic detachable 3 round magazine appears as the fast mag option for the Mosin (despite the fact that it is even longer than original).&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|450px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:CODV Mosin 1.jpg|thumb|none|600px|Lieutenant Petrova aims with the Mosin in the trailer. Notice the offset 4-Power NTC Kogaku scope which in a continuity error was a PEM scope in the previous scene showing the first-person perspective.]]&lt;br /&gt;
[[File:CODV Mosin 2.jpg|thumb|none|600px|The Mosin rifle on the ground.]]&lt;br /&gt;
[[File:CODV Mosin 3.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:CODV Mosin 4.jpg|thumb|none|600px|The second half of the draw animation.]]&lt;br /&gt;
[[File:CODV Mosin 5.jpg|thumb|none|600px|Overlooking a courtyard with the Mosin rifle.]]&lt;br /&gt;
[[File:CODV Mosin 6.jpg|thumb|none|600px|Dual-rendered scopes return from previous COD games, as the character aims at German soldiers. The scope itself is a PEM scope with the same reticle as the Kar98k's sniper scope from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODV Mosin 7.jpg|thumb|none|600px|Reloading round by round. Note that the bolt hasn't been rotated far enough to clear the receiver and instead clips through the right side of the receiver to be moved backwards. This does not happen during the cycling animation. Also the player character will always cover the ejection port when reloading, even if the rifle is empty.]]&lt;br /&gt;
[[File:CodvanguardBETAnugget3p.jpg|thumb|none|600px|A strange visual glitch spotted during beta. While the third person animations are very high quality, with features like the bolt dropping when shooting being depicted, the bolt assembly will magically hover when reloading. This could be an error due to the reload animation possibly being reused from the Kar98k in MW2019, and thus the position of the rifle body being in a slightly wrong location from the bolt and hands models.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears in the game as the &amp;quot;STG44&amp;quot;. It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943.&lt;br /&gt;
&lt;br /&gt;
Modifications include an 45-round drum, which appears to be a heavily modified MG42 drum seemingly rechambered for the 7.92x33mm Kurz. Magazines for &amp;quot;.30 Russian short&amp;quot;, i.e. the Soviet 7.62x39mm, are also available; this cartridge is period-accurate as it was produced and tested during WW2, but it was never historically used on the StG 44. The 7.62x39mm magazines are also incorrectly modeled as straight magazines; 7.62x39mm rounds have a significant taper to them, giving their magazines a distinctive curve. &lt;br /&gt;
&lt;br /&gt;
While the HUD states the proper 7.92x33mm chambering, the weapon can be seen ejecting 8mm Mauser casings.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Sturmgewehr 44 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvanstg1.jpg|thumb|none|600px|First-person view of the StG44 being aimed, fitted with a fictionalized and miniaturized aircraft [[Talk:Call of Duty: Vanguard#Barr &amp;amp; Stroud Reflector Gun Sight Mk II|reflector gun sight Mk II]].]]&lt;br /&gt;
[[File:CODV stg 1.jpg|thumb|none|600px|Pilfering the StG-44 from a dead German in Stalingrad. Like in the first ''[[Call of Duty]]'' game, the StG 44 is featured in the Battle of Stalingrad where it was not used in reality. Also note the rather modern trigger discipline.]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|600px|Admiring the effects of a Molotov with the assault rifle.]]&lt;br /&gt;
[[File:CODV stg 3.jpg|thumb|none|600px|Aiming - the fire effects obfuscate the ironsights.]]&lt;br /&gt;
[[File:CODV stg 4.jpg|thumb|none|600px|And here the hitmarker gets in the way. But at least we can see the well-modelled fired casing flying out of the rifle.]]&lt;br /&gt;
[[File:CODV stg 5.jpg|thumb|none|600px|Removing an empty magazine. Tactical reloads are done with two magazines in one hand, similar to the [[AK-47]] reload in ''Modern Warfare''.]]&lt;br /&gt;
[[File:CODV stg 6.jpg|thumb|none|600px|Which goes flying through the air.]]&lt;br /&gt;
[[File:CODV stg 7.jpg|thumb|none|600px|And inserting a new one]]&lt;br /&gt;
[[File:CODV stg 8.jpg|thumb|none|600px|Pulling the charging handle all the way back, unlike Sledgehammer's last ''[[Call of Duty: WWII|WWII]]'' game.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle is seen in the Polina Petrova intro trailer and in the PC trailer.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 (Model 4) - 7.62x41mm M43]]&lt;br /&gt;
[[File:VanguardAS44StalingradPolina.jpg|thumb|none|600px|Polina reloads a customized AS44 during the &amp;quot;Stalingrad&amp;quot; mission.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] returns from COD:WWII. This time more accurately being used by Soviet soldiers and Partisans.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:VanguardSVT40PolinaStalingrad.jpg|thumb|none|600px|Polina picks up an SVT-40 and performs an ammo check.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr==&lt;br /&gt;
The [[Volkssturmgewehr]] appears as the &amp;quot;Volk&amp;quot;.&lt;br /&gt;
[[Image:Volkssturmgewehr1-5.jpg|thumb|none|400px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Vanguard Volkssturmgewehr (1).jpg|thumb|none|600px|A preview of the Volkssturmgewehr in the beta.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bren Gun==&lt;br /&gt;
The [[Bren gun]] appears in the game as a light machine gun. It has a much more accurate fire rate than in ''Call of Duty: WWII'', but with the rear sight incorrectly mounted on the barrel (or rather, not mounted, since it just floats in mid-air; this appears to be a bug). The player also grips the gas tube, a sure-fire way to burn you hand.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|400px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:Vanguard Bren (1).jpg|thumb|none|600px|The Bren Mk.2 in the gunsmith preview. Note that the rear sight is correctly attached to the receiver here, suggesting that its in-game location is a bug.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] returns from ''WWII'' as an assault rifle, under the same &amp;quot;NZ-41&amp;quot; name. As with ''WWII'', its model is mirrored.  Its default magazine model, the standard-size 10-round SMLE magazines, hold a ludicrous 30 rounds in gameplay.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|none|450px|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Codvancharlton1.jpg|thumb|none|600px|Riggs fires his Charlton while fighting in North Africa.]]&lt;br /&gt;
[[File:Vanguard Charlton (1).jpg|thumb|none|600px|Viewing the model of the mirrored Charlton.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
A [[Degtyaryov DP-27]] with the pistol grip of the [[Degtyaryov DPM|DPM]] variant is indexed as the &amp;quot;DP27&amp;quot; in ''Vanguard''. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds (like on the tank-mounted DT variants) instead of 47.&lt;br /&gt;
&lt;br /&gt;
An upgraded version holds 105 rounds, while the 30 round &amp;quot;speed belt&amp;quot; upgrade converts the weapon into effectively an [[Degtyaryov RP-46|RP-46]], which is anachronistic, and also peculiar as a &amp;quot;speed&amp;quot; option, as a belt should take longer to reload then a magazine. With this upgrade, the chamber still has a round in it when reloading from empty. The player holds the weapon with their fingers in the way of the bolt, which would be very painful in real life.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyaryov DP-27/28 - 7.62x54mm R]]&lt;br /&gt;
[[File:Dpm.jpg|thumb|none|400px|Degtyarev DPM - 7.62x54mm R]]&lt;br /&gt;
[[File:Vanguard DPM (1).jpg|thumb|none|600px|A preview of the Degtyaryov in the beta - note the missing heatshield and exposed recoil spring; the stock is still from the original DP-27/28 pattern.]]&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] appears with a stylized and elongated handguard by default, while the HUD has the correct handguard length. It is able to switch between full-auto (at a slow fire rate of 400 RPM) and semi-auto, which is incorrect: the real M1918A2's fire selector instead had a slow full-auto and fast full-auto option, while the earlier M1918 could switch between semi-auto and ''fast'' full-auto (500-650 RPM). A 30 round curved magazine is available, which supposedly fires .50 BMG rounds. In the Beta it is classed as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
Anachronistic 10 round aftermarket magazines are available as the &amp;quot;12 round fast mags&amp;quot;, which holds 2 rounds too many.&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|450px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:Codvanbar1.jpg|thumb|none|600px|A soldier fires his BAR through some destroyed cover in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguard BAR (1).jpg|thumb|none|600px|The BAR in the Gunsmith preview, with its unusual handguard and WWI-era wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]], fitted with a drum, appears in the game. Said drum holds 125 rounds, which is incorrect, the MG42 had a 50 round drum. For some reason it lacks a muzzle in the multiplayer by default and more bizarrely the proper muzzle isn't available even as attachment. The belt links are incorrectly depicted as disintegrating. Like the DP-27, the fast mag option adds a belt of 50 rounds, which would more than likely take longer to reload than the drum in real life.&lt;br /&gt;
The MG42 can be rechambered for 6.5x50mm Arisaka rounds or even more ludicrously, .50 BMG.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV MG42 1.jpg|thumb|none|600px|MG42 with drum magazine, used by a German soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Type 11==&lt;br /&gt;
The [[Type 11 light machine gun]] will be available at launch. One upgrade is a completely fictional STANAG style straight magazine holding 20 rounds.&lt;br /&gt;
[[File:Type 11 LMG bipod and sling.jpg|thumb|none|450px|Type 11 light machine gun with bipod/sling - 6.5x50mm Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Type 96==&lt;br /&gt;
The [[Type 96 light machine gun|Type 96 LMG]] is briefly seen in the trailer.&lt;br /&gt;
[[File:Type96.jpg|thumb|none|450px|Nambu Type 96 (minus magazine) equipped with a 2.5X Fuji periscope sight - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvantype961.jpg|thumb|none|600px|A Type 96 is fired from a Japanese pillbox at American forces.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A man-portable depiction of the [[Vickers|Vickers Mk. I]] is available in the game as a killstreak called the &amp;quot;Frankengun&amp;quot; in the Alpha and &amp;quot;Deathmachine&amp;quot; in the Beta. It has 100 rounds, which are explosive, as well as unusable AA sights. One of the voice lines when deploying it yells &amp;quot;Spinning up Deathmachine!&amp;quot; implying that the devs believe that [[Vickers|Vickers Mk. I]] is some form of gatling gun, not unlike the [[M134]] used in previous games in the franchise. When the weapon is empty, the ammo crate is still modeled with rounds in it.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:Codvanvickers1.jpg|thumb|none|600px|Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the [[MG08/15]] in [[Battlefield 1]].]]&lt;br /&gt;
[[File:Codvanvickers2.jpg|thumb|none|600px|Wreaking havoc with the Vickers. It appears to be loaded with explosive ammo given its destructive firepower.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Mk 2 Grenade==&lt;br /&gt;
American [[Mk 2 hand grenade]]s can be seen in the African section of the trailer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The [[Mk.V CN Gas Grenade]] appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
[[Model 24 Stielhandgranate]]s can be seen lying on the ground next to a German helmet in the teaser trailer. It is also carried by Nazi zombies.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Armour Plates field upgrade and the Warmachine field upgrade.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 Mk. 1==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade|No. 69 Mk. 1]] is seen in the Alpha as a stun grenade. The character throws it using only one hand in a rather tactical and too modern manner for the setting due to reusing ''Modern Warfare'' mechanics.&lt;br /&gt;
[[Image:69grenade.jpg|thumb|none|200px|No. 69 Mk. 1 High-Explosive hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 &amp;quot;Gammon Bomb&amp;quot;==&lt;br /&gt;
The [[Gammon Grenade|No. 82 Gammon Bomb]] appears as the &amp;quot;Impact Grenade&amp;quot; in the Alpha.&lt;br /&gt;
[[Image:Gammon.jpg|thumb|none|No. 82 Gammon Grenade]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns in the Alpha as the &amp;quot;Proximity Mine&amp;quot;, functioning like a [[M18 Claymore]] from other titles.&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|400px|S-Mine 35. Note the fuze is in the centre of the mine body; the later S-Mine 44's fuze was instead offset.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified smoke grenade==&lt;br /&gt;
Unidentified stun/smoke grenade is used by a British paratrooper in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 41==&lt;br /&gt;
The German [[Flammenwerfer 41]] is available as part of the &amp;quot;Flamenaut&amp;quot; streak, which also includes a heavy armoured suit like the &amp;quot;Flame Trooper&amp;quot; from ''[[Battlefield 1]]''. This suit obscures your vision but gives you much more health.&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|300px|Flammenwerfer mit Strahlpatrone 41]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
An [[M2 Flamethrower]] is seen in on a table in the buy round of the &amp;quot;Champion Hill&amp;quot; mode. The weapon is also seen being used in the story trailer and the PC trailer.&lt;br /&gt;
[[File:M2-2FlameAth.jpg|thumb|none|300px|M2-2 flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears in the beta. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:Vanguard M1 Bazooka (1).jpg|thumb|none|600px|The Bazooka in the loadout selection preview.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears in the beta. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:Vanguard Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the beta Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Bomb Thrower, 2 inch, Mk I==&lt;br /&gt;
The [[Ordnance SBML 2 inch Mortar|Bomb Thrower, 2 inch, Mk I]] appears as the the MK 11 Launcher. The &amp;quot;Warmachine&amp;quot; killstreak is also a fictionalized depiction of it that fires impact-detonated grenades and has a drum magazine like the AGS-17.&lt;br /&gt;
[[Image:2 inch Smoke Mortar.jpg|thumb|none|400px|Bomb Thrower, 2 inch, Mk I (UK) / 2 inch Mortar M3 (US) - 50.8mm smoke bomb]]&lt;br /&gt;
&lt;br /&gt;
= Others =&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol==&lt;br /&gt;
The [[Webley_%26_Scott_Signal_Pistols#Webley_.26_Scott_No._1_Mk._V|Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol]] is used several times in key moments throughout the campaign.&lt;br /&gt;
[[Image:British-No1-MkV-Flare.jpg|thumb|none|300px|No. 1 Mk. V Signal Pistol - 1 inch - steel frame and barrel]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
A German Stuka dive bomber in the trailer can be seen with two 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:Bordkanone 3,7.jpg|thumb|none|400px|Bordkanone 3,7 - 37mm]]&lt;br /&gt;
[[File:Codvanstuka1.jpg|thumb|none|600px|A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.]]&lt;br /&gt;
&lt;br /&gt;
==3 Inch/50 Mark 2 Model 4==&lt;br /&gt;
The stranded American navy cargo ship has several 3 Inch/50 Mark 2 Model 4 deck guns.&lt;br /&gt;
[[File:3Inch50Calibergun.jpg|thumb|none|400px|3 Inch 50 Caliber Anti-Aircraft Gun Display at Chengkungling History Museum, China.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
A [[5 cm Pak 38]] Anti Tank gun can be seen on the multiplayer map.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
What appears to be a German 15 cm TbtsK C/36 naval gun is seen during the trailer.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm TbtsK C/36 naval gun at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is seen mounted in British Crusader Tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
A British BL 4.5-inch medium field gun is seen on a promotional picture for the &amp;quot;Caldera&amp;quot; Warzone map.&lt;br /&gt;
[[File:CoDVanguard-BLGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
M4 Sherman tanks have hull-mounted [[Browning M1919A4]] machine guns.&lt;br /&gt;
[[Image:M1919A4 pintle.jpg|thumb|400px|none|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
[[Browning M2]] machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific.&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:Codvanbrowning1.jpg|thumb|none|600px|A tail gunner fires his twin Browning M2 machine guns at attacking Zero fighters.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
A Soviet T-34/85 with a hull-mounted [[Degtyaryov DT]] is seen during the Stalingrad Demo Play-through. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
An [[MG13]] machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Dreyse MG13 - 7.92x57 Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks in the reveal trailer.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|400px|MG 81 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG131==&lt;br /&gt;
The [[MG131]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==MG151==&lt;br /&gt;
The [[MG 151 cannon]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:MG-151.jpg|thumb|none|400px|MG 151/20 Cannon - 20x82mm]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120mm Dual-Purpose Gun==&lt;br /&gt;
Japanese aircraft carrier ''Akagi'' has several Type 10 120mm Dual-Purpose Guns.&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
&lt;br /&gt;
==Type 89 12.7 cm/40 naval gun==&lt;br /&gt;
A heavy Japanese Anti-air gun is mounted on the &amp;quot;Gavutu&amp;quot; map which is a Type 89 12.7 cm/40 naval gun.&lt;br /&gt;
[[File:Type89navalgun.jpg|thumb|400px|none|Twin Type 89 12.7 cm/40  naval gun mounting at Balikpapan, Borneo.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 25 mm AT/AA Gun==&lt;br /&gt;
A [[Type 96 25 mm AT/AA Gun]] is fired by Japanese soldiers in the reveal trailer.&lt;br /&gt;
[[File:Type 96 25mm twin.jpg|thumb|300px|none|Type 96 twin AA mounting - 25x163mm]]&lt;br /&gt;
[[File:Codvantype96aa1.jpg|thumb|none|600px|The Type 96 AA gun firing at American warplanes in the Pacific.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]] is the nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters.&lt;br /&gt;
[[Image:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
The [[M2 Mortar]] is present as the &amp;quot;Mortar Barrage&amp;quot; killstreak.&lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|350px|M2 Mortar - 60mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_6&amp;diff=1448753</id>
		<title>Talk:Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_6&amp;diff=1448753"/>
		<updated>2021-10-17T11:03:26Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* NPC flamethrower kitbash */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A crossbow is carried by a Spanish conquistador at the beginning of the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
==Halberd==&lt;br /&gt;
Halberds are carried by the Spanish conquistadors at the beginning of the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
==Modern Ka-Bar Knife==&lt;br /&gt;
A modern Ka-Bar variant such as the D2 or Cutco is carried by FND soldiers.&lt;br /&gt;
&lt;br /&gt;
=Muzzle devices=&lt;br /&gt;
== &amp;quot;X-Large Rectangular Suppressor&amp;quot; ==&lt;br /&gt;
The &amp;quot;X-Large Rectangular Suppressor&amp;quot; is based on the SilencerCo Salvo 12 shotgun suppressor combined with the SilencerCo Osprey.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
Is been confirmed by Unisoft.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:27, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leaked  ==&lt;br /&gt;
&lt;br /&gt;
https://www.gamesradar.com/far-cry-6-leak/&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Andddd here we are. Far Cry 6. Hopefully this means that the ending of Far Cry 5 and the events of New Dawn are quietly brushed away as non-canon. I pretend the ending of FC5 and the events of New Dawn are my deputy's nightmares, anyway.&lt;br /&gt;
&lt;br /&gt;
Anyhow, only guns we got a good look at so far are the FAL (sweet!) and the DShK. Soldiers can be seen with some vaguely 7.62mm AK, but I haven't put it down yet because we haven't had a good enough look for an ID. Also, anyone know what tanks those are? They look like either T-55s or T-62s, but I can't decide which one it's supposed to be. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 21:18, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The tanks are T-62s. You can tell by the spacing of the wheels. Weirdly, they have the shielded tracks of the T-62M, but the turret and underbelly of the base T-62.--[[User:U7355608|U7355608]] ([[User talk:U7355608|talk]]) 15:28, 13 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check [http://www.igcd.net/game.php?id=1000014954 here], it's another useful IMFDB like site. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:42, 13 July 2020 (EDT)&lt;br /&gt;
::Given what Ubi tends to do with the FC series, it'd make sense if the AK was a reworked version of FC5's AKM, though to what degree it's been reworked remains to be seen - some of the ones in the reveal trailer seemed to be chromed or nickeled in places, which would make sense for the elite personal guard of a tin-pot dictator, though I might be misremembering. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:07, 13 July 2020 (EDT) P.S.: I don't know that much about the FC5 ending/New Dawn (I know nukes are involved, but not much else), but it'd make some sense for it not to be real, considering the sheer amount of hallucinogenic/mind-altering drugs you get exposed to over the course of the game.&lt;br /&gt;
:::The same M26 grenades are also present, as the seen in the reveal trailer.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:17, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Likely guns==&lt;br /&gt;
So since the game is inspired by Cuba could be guns used by Cuban army in game? My bet is that AKM will be standard enemy rifle, SKS (maybe using bayonet features from New Dawn), PM63 or vz.61 used by snipers or riot soldiers, PKM again, SVD again. Maybe a chance to see the rare Alejandro rifle or Mambi AMR. Hope to be possible to use APC and IFV such as BTR or PT-76.Any thoughts?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:25, 3 August 2020 (EDT)&lt;br /&gt;
:An Alejandro rifle would be very interesting (as would be other weapons one could easily find in Latin America), but it's Ubisoft we're talking about... I hope this game turns out to be decent and maybe get the franchise back on tracks and return to its roots, though I can't say I'm hyped. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 13:43, 10 August 2020 (EDT)&lt;br /&gt;
::This is indeed Ubisoft- expect plenty of Patriot Ordnance Factory P416. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:06, 10 August 2020 (EDT)&lt;br /&gt;
:::I also hope they at least give the main character a name, a face and a voice this time. Very few games get the &amp;quot;silent featureless protagonist&amp;quot; thing right! --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 20:20, 11 August 2020 (EDT)&lt;br /&gt;
::::From what we know, you'll be Dani Rojas, whose gender and features can be customized, but you'll have a name, background, and maybe voice. I would imagine so. Although I was a fan of having the nameless &amp;quot;Deputy&amp;quot; as I took that as an opportunity to impart a character and personality I created upon a blank slate. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 21:36, 11 August 2020 (EDT)&lt;br /&gt;
:::::Dani's gender and features can't be customized, Ubi is taking a similar approach to what they did with AC: Odyssey by having set male and female protagonists for the player to choose from. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:00, 1 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New gameplay reveal soon. ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SvdjtwJNrOo&amp;amp;t=0s Ubisoft's Youtube channel] will premier new gameplay footage on 6:30 CEST on the 28th. Since there hasn't been any new footage in something like 11 months some of the existing weapons may have changed. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 14:20, 26 May 2021 (EDT)&lt;br /&gt;
:FINALLY some damn gameplay. Everyone remember when this was supposed to come out in February? Anyway, the only weapons we have seen in gameplay images are the FAL, some AK variant maybe, and the DShK. I can't imagine those will chnage much- I wouldn't be surprised if they were the only weapons modeled at the time of reveal. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:01, 26 May 2021 (EDT)&lt;br /&gt;
:: Nah, Ubisoft recycles models too much for that. I was thinking something like dropping the weird post-apoc optic setup on the FAL might happen. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 18:18, 26 May 2021 (EDT)&lt;br /&gt;
:::I was going to say that we haven't seen very much anyway and that I suspect the usual suspects will be returning from ''5''. Also, a global pandemic tends to delay things.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:21, 26 May 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
M191a, KSG-12, RPD and VAL spotted, VAL could be a replacement for the M14&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 13:55, 28 May 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More pre-release footage. ==&lt;br /&gt;
&lt;br /&gt;
A video on [https://www.youtube.com/watch?v=pQwfNEF6cY8 on GameSpot's channel] has an additional several mins of gameplay that appears to have minimal/no overlap with the reveal trailer and shows a lot more guns. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 23:18, 28 May 2021 (EDT)&lt;br /&gt;
Gold Edition trailer: FC5’s AR-CL returns; Weapons trailer: FC5’s AK modern version--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 01:37, 14 June 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Are those SA-14s or 18s? ==&lt;br /&gt;
&lt;br /&gt;
Personally, the angle of the piece directly under the muzzle (I'm sorry, I don't know what it's called) makes me think it looks slightly more like a 14 than an 18, but I could be wrong, I'm not well-versed on the Strela system.--[[User:U7355608|U7355608]] ([[User talk:U7355608|talk]]) 15:35, 13 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NPC flamethrower kitbash ==&lt;br /&gt;
&lt;br /&gt;
AK47 parts, M1911 grip, stock from modernized AK&lt;br /&gt;
https://cdn.discordapp.com/attachments/848581686500261909/899237691378515988/Far_Cry_62021-10-17-11-58-34.jpg&lt;br /&gt;
https://cdn.discordapp.com/attachments/848581686500261909/899237408502083634/Far_Cry_62021-10-17-11-56-18.jpg&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 07:03, 17 October 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_6&amp;diff=1423593</id>
		<title>Talk:Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_6&amp;diff=1423593"/>
		<updated>2021-06-14T05:37:09Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* More pre-release footage. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A crossbow is carried by a Spanish conquistador at the beginning of the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
==Halberd==&lt;br /&gt;
Halberds are carried by the Spanish conquistadors at the beginning of the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
Is been confirmed by Unisoft.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:27, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leaked  ==&lt;br /&gt;
&lt;br /&gt;
https://www.gamesradar.com/far-cry-6-leak/&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Andddd here we are. Far Cry 6. Hopefully this means that the ending of Far Cry 5 and the events of New Dawn are quietly brushed away as non-canon. I pretend the ending of FC5 and the events of New Dawn are my deputy's nightmares, anyway.&lt;br /&gt;
&lt;br /&gt;
Anyhow, only guns we got a good look at so far are the FAL (sweet!) and the DShK. Soldiers can be seen with some vaguely 7.62mm AK, but I haven't put it down yet because we haven't had a good enough look for an ID. Also, anyone know what tanks those are? They look like either T-55s or T-62s, but I can't decide which one it's supposed to be. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 21:18, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check [http://www.igcd.net/game.php?id=1000014954 here], it's another useful IMFDB like site. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:42, 13 July 2020 (EDT)&lt;br /&gt;
::Given what Ubi tends to do with the FC series, it'd make sense if the AK was a reworked version of FC5's AKM, though to what degree it's been reworked remains to be seen - some of the ones in the reveal trailer seemed to be chromed or nickeled in places, which would make sense for the elite personal guard of a tin-pot dictator, though I might be misremembering. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:07, 13 July 2020 (EDT) P.S.: I don't know that much about the FC5 ending/New Dawn (I know nukes are involved, but not much else), but it'd make some sense for it not to be real, considering the sheer amount of hallucinogenic/mind-altering drugs you get exposed to over the course of the game.&lt;br /&gt;
:::The same M26 grenades are also present, as the seen in the reveal trailer.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:17, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Likely guns==&lt;br /&gt;
So since the game is inspired by Cuba could be guns used by Cuban army in game? My bet is that AKM will be standard enemy rifle, SKS (maybe using bayonet features from New Dawn), PM63 or vz.61 used by snipers or riot soldiers, PKM again, SVD again. Maybe a chance to see the rare Alejandro rifle or Mambi AMR. Hope to be possible to use APC and IFV such as BTR or PT-76.Any thoughts?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:25, 3 August 2020 (EDT)&lt;br /&gt;
:An Alejandro rifle would be very interesting (as would be other weapons one could easily find in Latin America), but it's Ubisoft we're talking about... I hope this game turns out to be decent and maybe get the franchise back on tracks and return to its roots, though I can't say I'm hyped. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 13:43, 10 August 2020 (EDT)&lt;br /&gt;
::This is indeed Ubisoft- expect plenty of Patriot Ordnance Factory P416. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:06, 10 August 2020 (EDT)&lt;br /&gt;
:::I also hope they at least give the main character a name, a face and a voice this time. Very few games get the &amp;quot;silent featureless protagonist&amp;quot; thing right! --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 20:20, 11 August 2020 (EDT)&lt;br /&gt;
::::From what we know, you'll be Dani Rojas, whose gender and features can be customized, but you'll have a name, background, and maybe voice. I would imagine so. Although I was a fan of having the nameless &amp;quot;Deputy&amp;quot; as I took that as an opportunity to impart a character and personality I created upon a blank slate. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 21:36, 11 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New gameplay reveal soon. ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SvdjtwJNrOo&amp;amp;t=0s Ubisoft's Youtube channel] will premier new gameplay footage on 6:30 CEST on the 28th. Since there hasn't been any new footage in something like 11 months some of the existing weapons may have changed. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 14:20, 26 May 2021 (EDT)&lt;br /&gt;
:FINALLY some damn gameplay. Everyone remember when this was supposed to come out in February? Anyway, the only weapons we have seen in gameplay images are the FAL, some AK variant maybe, and the DShK. I can't imagine those will chnage much- I wouldn't be surprised if they were the only weapons modeled at the time of reveal. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:01, 26 May 2021 (EDT)&lt;br /&gt;
:: Nah, Ubisoft recycles models too much for that. I was thinking something like dropping the weird post-apoc optic setup on the FAL might happen. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 18:18, 26 May 2021 (EDT)&lt;br /&gt;
:::I was going to say that we haven't seen very much anyway and that I suspect the usual suspects will be returning from ''5''. Also, a global pandemic tends to delay things.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:21, 26 May 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
M191a, KSG-12, RPD and VAL spotted, VAL could be a replacement for the M14&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 13:55, 28 May 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More pre-release footage. ==&lt;br /&gt;
&lt;br /&gt;
A video on [https://www.youtube.com/watch?v=pQwfNEF6cY8 on GameSpot's channel] has an additional several mins of gameplay that appears to have minimal/no overlap with the reveal trailer and shows a lot more guns. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 23:18, 28 May 2021 (EDT)&lt;br /&gt;
Gold Edition trailer: FC5’s AR-CL returns; Weapons trailer: FC5’s AK modern version--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 01:37, 14 June 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Crysis_3&amp;diff=1422204</id>
		<title>Talk:Crysis 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Crysis_3&amp;diff=1422204"/>
		<updated>2021-06-06T17:53:12Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Since we have a trilogy remaster version coming up  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character name? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the images where it says the characters name be Alcatraz, not Prophet?  I'm assuming that you continue as Alcatraz in this one since Prophet is well...out of action. [[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 19:40, 17 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
-SPOILER- At the end of Crysis 2. Prophet is actually now part of the suit and he takes over Alcatraz' body. [[User:Joey1666|Joey1666]] ([[User talk:Joey1666|talk]]) 11:40, 06 February 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but he's still Alcatraz --[[User:Taurus96|Taurus96]] ([[User talk:Taurus96|talk]]) 16:31, 6 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Eh, Alcatraz was never a character anyway and I think they're calling him Prophet now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:04, 8 February 2013 (EST)&lt;br /&gt;
Just took a look at some gameplay videos. Apparently, Alcatraz is &amp;quot;using&amp;quot; Prophet's voice to communicate and the characters seem to treat him as if he is Prophet . - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 15:05, 19 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Made a mistake. Alcatraz was himself in [[Crysis 2]]. It was just that before Prophet died, he had hidden &amp;quot;ghost&amp;quot; memories of himself integrated to the nanosuit and gave his nanosuit to Alcatraz in order to &amp;quot;replace his tainted flesh&amp;quot;. Throughout the second game, Alcatraz had been increasingly symbiotic with the suit, which made him more susceptible to his assimilation to the &amp;quot;ghost&amp;quot; of Prophet hidden within the nanosuit. In the end of [[Crysis 2]], Alcatraz communicated with Prophet's &amp;quot;ghost&amp;quot; while unconscious, who discussed the threat of the Ceph invasion and then assimilated his memories, experiences, and personality with that of Alcatraz's. As a result, Prophet &amp;quot;replaced&amp;quot; Alcatraz's mind and soul with his, thereby &amp;quot;resurrecting&amp;quot; him. As of [[Crysis 3]], the only feature that belongs to Alcatraz's are his eyes. The rest transformed into Prophet's body. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 14:18, 5 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Beta Weapons ==&lt;br /&gt;
&lt;br /&gt;
I recently played the multiplayer beta for this game. First off, I will say the game was pretty good, and second there was a lot of guns. The Hammer 2 looked basically the same in first person to the Hammer from C2. Also The M12 Nova appeared again, as well as the Majestic revolver, the Marshal shotgun, and the AY69 submachine pistol.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 13:25, 3 February 2013 (EST)&lt;br /&gt;
:I believe everything from Crysis 2 is back, though I don't think the L-TAG or MIKE are. There are a few new things, like the O.G.R. (Mk. 80), Typhoon, Mini-Typhoon, and EMP grenade. Though in terms of gameplay the Typhoon is pretty much a replacement for the MIKE. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 7 February 2013 (EST)&lt;br /&gt;
:: Just finished the game. The MIKE and L-TAG are indeed back. In fact, everything but the Swarmer returns, although some of the weapons barely appear in the singleplayer campaign (the AY69 is only in a post credits cut-scene). Haven't played the multiplayer just yet, so I can't speak as to that. [[User:Jimmoy|Jimmoy]] ([[User talk:Jimmoy|talk]]) 19:48, 13 March 2013 (EDT)&lt;br /&gt;
:I will be working on getting the screenshots uploaded this month. Unfortunately, my laptop hardware is a little &amp;quot;rusty&amp;quot; so I am only going to upload 1280x720 screenshots. Even though there is a slight quality difference, its still considered as high quality. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 07:04, 3 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Feline ==&lt;br /&gt;
&lt;br /&gt;
Am I the only who thinks the Feline looks quite a bit like the Korobov TKB-022PM? http://world.guns.ru/userfiles/images/assault/as94/tkb022pm_1.jpg [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 03:34, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Since we have a trilogy remaster version coming up  ==&lt;br /&gt;
&lt;br /&gt;
Please update the viewmodels with better lighting, outside of an inkwell.--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 13:53, 6 June 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_6&amp;diff=1420700</id>
		<title>Talk:Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_6&amp;diff=1420700"/>
		<updated>2021-05-28T17:55:08Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* New gameplay reveal soon. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A crossbow is carried by a Spanish conquistador at the beginning of the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
==Halberd==&lt;br /&gt;
Halberds are carried by the Spanish conquistadors at the beginning of the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
Is been confirmed by Unisoft.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:27, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leaked  ==&lt;br /&gt;
&lt;br /&gt;
https://www.gamesradar.com/far-cry-6-leak/&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Andddd here we are. Far Cry 6. Hopefully this means that the ending of Far Cry 5 and the events of New Dawn are quietly brushed away as non-canon. I pretend the ending of FC5 and the events of New Dawn are my deputy's nightmares, anyway.&lt;br /&gt;
&lt;br /&gt;
Anyhow, only guns we got a good look at so far are the FAL (sweet!) and the DShK. Soldiers can be seen with some vaguely 7.62mm AK, but I haven't put it down yet because we haven't had a good enough look for an ID. Also, anyone know what tanks those are? They look like either T-55s or T-62s, but I can't decide which one it's supposed to be. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 21:18, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check [http://www.igcd.net/game.php?id=1000014954 here], it's another useful IMFDB like site. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:42, 13 July 2020 (EDT)&lt;br /&gt;
::Given what Ubi tends to do with the FC series, it'd make sense if the AK was a reworked version of FC5's AKM, though to what degree it's been reworked remains to be seen - some of the ones in the reveal trailer seemed to be chromed or nickeled in places, which would make sense for the elite personal guard of a tin-pot dictator, though I might be misremembering. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:07, 13 July 2020 (EDT) P.S.: I don't know that much about the FC5 ending/New Dawn (I know nukes are involved, but not much else), but it'd make some sense for it not to be real, considering the sheer amount of hallucinogenic/mind-altering drugs you get exposed to over the course of the game.&lt;br /&gt;
:::The same M26 grenades are also present, as the seen in the reveal trailer.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:17, 13 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Likely guns==&lt;br /&gt;
So since the game is inspired by Cuba could be guns used by Cuban army in game? My bet is that AKM will be standard enemy rifle, SKS (maybe using bayonet features from New Dawn), PM63 or vz.61 used by snipers or riot soldiers, PKM again, SVD again. Maybe a chance to see the rare Alejandro rifle or Mambi AMR. Hope to be possible to use APC and IFV such as BTR or PT-76.Any thoughts?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:25, 3 August 2020 (EDT)&lt;br /&gt;
:An Alejandro rifle would be very interesting (as would be other weapons one could easily find in Latin America), but it's Ubisoft we're talking about... I hope this game turns out to be decent and maybe get the franchise back on tracks and return to its roots, though I can't say I'm hyped. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 13:43, 10 August 2020 (EDT)&lt;br /&gt;
::This is indeed Ubisoft- expect plenty of Patriot Ordnance Factory P416. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:06, 10 August 2020 (EDT)&lt;br /&gt;
:::I also hope they at least give the main character a name, a face and a voice this time. Very few games get the &amp;quot;silent featureless protagonist&amp;quot; thing right! --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 20:20, 11 August 2020 (EDT)&lt;br /&gt;
::::From what we know, you'll be Dani Rojas, whose gender and features can be customized, but you'll have a name, background, and maybe voice. I would imagine so. Although I was a fan of having the nameless &amp;quot;Deputy&amp;quot; as I took that as an opportunity to impart a character and personality I created upon a blank slate. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 21:36, 11 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New gameplay reveal soon. ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SvdjtwJNrOo&amp;amp;t=0s Ubisoft's Youtube channel] will premier new gameplay footage on 6:30 CEST on the 28th. Since there hasn't been any new footage in something like 11 months some of the existing weapons may have changed. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 14:20, 26 May 2021 (EDT)&lt;br /&gt;
:FINALLY some damn gameplay. Everyone remember when this was supposed to come out in February? Anyway, the only weapons we have seen in gameplay images are the FAL, some AK variant maybe, and the DShK. I can't imagine those will chnage much- I wouldn't be surprised if they were the only weapons modeled at the time of reveal. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:01, 26 May 2021 (EDT)&lt;br /&gt;
:: Nah, Ubisoft recycles models too much for that. I was thinking something like dropping the weird post-apoc optic setup on the FAL might happen. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 18:18, 26 May 2021 (EDT)&lt;br /&gt;
:::I was going to say that we haven't seen very much anyway and that I suspect the usual suspects will be returning from ''5''. Also, a global pandemic tends to delay things.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:21, 26 May 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
M191a, KSG-12, RPD and VAL spotted, VAL could be a replacement for the M14&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 13:55, 28 May 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1415255</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1415255"/>
		<updated>2021-05-06T07:32:34Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Norinco QBZ-95-1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. The setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare'' such as different ammunition types or conversions into different calibers. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine.&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Perhaps taking its moniker a little too literally, it fires explosive rounds. It feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded.&lt;br /&gt;
[[File:MagResDE.357MarkI.jpg|thumb|none|350px|Magnum Research Industries Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the game it can be found; it turns up in no other mission, does not appear in multiplayer or Zombies, and is completely optional here, so why Treyarch took the time to even put this into the game when the M79 would have done fine is a mystery.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Its appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings identify it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality (due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless). Even more nonsensically, it can accept 9-round and 12-round cylinders (which are also very incorrectly referred to as magazines in their attachment names); equipping them changes the cylinder's external appearance to an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively, but the amount of rounds visually seen within these cylinders remains 6 rounds.&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The &amp;quot;Magnum&amp;quot;.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the zombie mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations).&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 Rnd Drum&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with an alternate style of round handguard. &lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. It is primarily based on the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and similarly shaped rear sight, but takes other design cues from various Cold War-era submachine guns. It has an AR-like bolt release, a right-side charging handle, and a vertical magazine well with a paddle magazine release like the [[Walther MPL]]. Its buttstock seems to have been inspired by the one used on the StG-2000-C, the modern copy of the Wieger StG-940 assault rifle. Although it is written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for machine gun (''Kulspruta''). Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''.&lt;br /&gt;
&lt;br /&gt;
The trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm]]&lt;br /&gt;
[[File:WaltherMP-L-1.jpg|thumb|none|400px|Walther MPL with stock folded - 9x19mm]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Accuracy International Arctic Warfare]] sniper rifle. Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] will be added in Season 3 as the &amp;quot;AMP63&amp;quot;, under the pistols class.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trails competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
It holds 32 rounds by default, and its Warzone incarnation uses 9mm Parabellum ammunition. These are characteristics of the MP41(r), a German-captured PPSh-41 converted to 9x19mm during WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loud Pipe&amp;quot; variant has the front forend style and heat shield of the [[SVT-40]]; this cosmetic variant is extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''Call of Duty: WWII''.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi would have been a better choice).&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. In reverse of the above, this shotgun is ''always'' pumped after every single reload.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|400px|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[File:Remington870 F8 1.jpg|thumb|none|450px|Remington 870 fitted with orange Magpul furniture - 12 gauge, used in ''[[The Fate of the Furious]]''. Credit/courtesy to '''Xtreme Props''' for the image shown.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an underhand charge.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A psuedo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on one of the aforementioned blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an AK-47/Type 56 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While it is the most accurately modeled AKS-74U in the ''Call of Duty'' series so far, it is shown with an AK-47 style pistol grip, apparently having traded grips with the in-game AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|&amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U without the dust cover.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. Scheduled to be added in Season 3. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone.&lt;br /&gt;
[[File:HK G11 caseless Rifle.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2.&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock, fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock, &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [[163.com/dy/article/EK33QH8D05355H7O.html| some of the Type 95's early prototypes]], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the HS Produkt VHS-2, with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;. Also note that the fire selector only has safe/fire positions like a civilian model.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3. Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. &lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'' (although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1984, and even then would be attached to an improved model of the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the Z-M LR 300 having been introduced in 2000).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Inconspicuous&amp;quot;===&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine.&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|AI Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1982-1985. The name Tundra suggests it was intended to be based off of the Artic Warfare, but they went with the PM to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. Being that, like most multiplayer videogames, weapons are designed to all be roughly the same level of effectiveness, or at least effective in a given niche, not realism, so the M82A1M is actually the weakest sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak in one shot, in order to balance its semiautomatic firing mode.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is anachronistic by more than a decade and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears anachronistically in Bell's Vietnam War false flashbacks where it is depicted as being used by the US troops, though it could be standing in for a standard Remington 700. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''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:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] is featured in ''Black Ops Cold War'', with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
[[File:BOCW-Stoner63-1.jpg|thumb|none|600px|The player character wielding a Stoner 63 fitted with a &amp;quot;Sillix Holoscout&amp;quot; in Angola.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
The &amp;quot;Artist&amp;quot; skin for the operator Portnova available in Season 2 has an unusable [[F-1 Hand Grenade]] attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==MK 13 flashbang==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombie map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The Simulator Hand Grenade M116A1 appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;proximity mine&amp;quot;.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning_M2#Browning_M2_Aircraft|Browning M2]] Aircraft Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombie map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DSHK==&lt;br /&gt;
A [[DShK Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; zombie map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the DKS-501 Sniper Rifle from Fallout 3 appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:Fallout3sr.jpg|thumb|none|450px|DKS-501 Sniper Rifle from ''Fallout 3''.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War though the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a killstreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1410152</id>
		<title>Red Dead Redemption II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1410152"/>
		<updated>2021-04-10T12:31:36Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Mauser C96 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Red Dead Redemption II&lt;br /&gt;
|picture = Red Dead Redemption 2A.jpg&lt;br /&gt;
|caption = ''Box Art''&lt;br /&gt;
|series= Red Dead&lt;br /&gt;
|date= October 26, 2018&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter, First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in ''Red Dead Redemption II:'''''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like the eighth generation versions of ''[[Grand Theft Auto V]]'', ''Red Dead Redemption II'' has both first-person and third-person modes that can be switched at the press of a key. This page will ideally cover both first-person and third-person views of weapons.&lt;br /&gt;
&lt;br /&gt;
Similar to ''[[Red Dead Redemption]]'', ammunition is generalized by weapon type, but with more sub-variety this time. Normal ammo comes in regular, high velocity (boosts damage and range), express (bigger boost to damage), split point (higher damage and accuracy), and explosive variants (some of these ammo types are bought, others are crafted), while shotgun shells come in buckshot, slugs, and also incendiary buckshot and explosive slugs. Barrels, triggers, frames, hammers, sights, and stocks can all be visually customized.&lt;br /&gt;
&lt;br /&gt;
Weapons can become dirty with extended use, which reduces weapon stats, and player character Arthur Morgan can clean them in the weapon menu by purchasing oil from shops or by paying a gunsmith to fix them. When firing single-action revolvers, Arthur needs to manually cock the hammer by pressing the fire key once before pressing it again to fire the weapon. Pump-action, bolt-action, and lever-action weapons also need to be manually cycled by the player with the fire key. Arthur can also fan some of the revolvers when rapid firing, and can also dual-wield handguns and the sawed-off double-barreled shotgun.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon names are a mix of generic names and some fictional weapon names. Weapon descriptions in the compendium provide many fictional firearm makers for the real guns, such as D. D. Packenbush, Hutton &amp;amp; Baird, and Peeters &amp;amp; Janssens.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] returns from the first game as the &amp;quot;Semi-Automatic Pistol.&amp;quot; It is first available for purchase in Chapter 5 and, due to its detachable box magazine, has a much faster reload speed over the Mauser Pistol.&lt;br /&gt;
[[Image:borchardtc93.jpg |thumb|none|300px|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:RDRII_borc1.jpg|thumb|none|600px|The C-93 on the gun shop table. Oddly enough, unlike the first game, it is incorrectly modeled, with an inclined grip, shorter barrel (which can be replaced by a long one with customization), and a strangely elongated trigger guard (the first two changes also give the C-93 some resemblance to its successor, the [[Luger]] pistol). These changes are possibly made so that the weapon's profile and grip is more similar to the other handguns in the game, so the cutscene animations, which dynamically change Arthur's weapon depending on his active weapon in gameplay, can show the C-93 being correctly held.]]&lt;br /&gt;
[[Image:RDRII_borc2.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_borc3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Berchardt_C93_ADS.jpg‎|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_borc4.jpg|thumb|none|600px|Reloading a new magazine.]]&lt;br /&gt;
[[Image:RDRII_borc5.jpg|thumb|none|600px|Chambering.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
The [[Colt 1851 Navy]] was added to Red Dead Online in the &amp;quot;Moonshiners&amp;quot; update under the name of &amp;quot;Navy Revolver&amp;quot;, the same name it appeared in ''[[Grand Theft Auto V|Grand Theft Auto Online]]''. The reload animation is extremely simplified compared to real life, as the player character simply replaces all the percussion caps without bothering to load the balls, as opposed to the reload animation in the weapon's GTA:O counterpart, where the entire cylinder is replaced during a reload. A variant called &amp;quot;Lowry's Revolver&amp;quot; (likely named after side character Edmund Lowry Jr.) is covered in bloody inscriptions, just like the weapon's appearance in ''GTA Online''.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber.]]&lt;br /&gt;
[[File:RDR2 1851 Navy (1).jpg|thumb|none|600px|The bloody Colt 1851 in the online mode. Lowry's variant has all the upgrades, including a longer barrel.]]&lt;br /&gt;
[[File:RDR2 1851 Navy (2).jpg|thumb|none|600px|Pointing the long revolver.]]&lt;br /&gt;
[[File:RDR2 1851 Navy (3).jpg|thumb|none|600px|A look down the sights.]]&lt;br /&gt;
[[File:RDR2 1851 Navy (4).jpg|thumb|none|600px|&amp;quot;Reloading;&amp;quot; replacing the percussion caps.]]&lt;br /&gt;
[[File:RDR2 1851 Navy (5).jpg|thumb|none|600px|Working the ramrod lever, as seen in third person.]]&lt;br /&gt;
[[File:RDR2 1851 Navy (6).jpg|thumb|none|600px|Inspecting a basic, two-tone 1851.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Army &amp;amp; Navy==&lt;br /&gt;
The [[Colt New Army &amp;amp; Navy]] returns from the previous game as the &amp;quot;Double-Action Revolver&amp;quot;, and can be unlocked for early use upon the game's release by completing a series of tasks in ''[[Grand Theft Auto V#Colt New Army &amp;amp; Navy|GTA Online]]''. The &amp;quot;High Roller&amp;quot; skin for the revolver is one of the four early access DLC items. The revolver has a short barrel by default, which can be extended up to 6&amp;quot; in length through customization.&lt;br /&gt;
[[Image:Colt M1892 4.5 inch barrel.jpg|thumb|none|300px|Colt Civilian Model 1892 New Army &amp;amp; Navy with 4 1/2 inch barrel - .38 Long Colt]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Members of Dutch's gang with Colt New Army &amp;amp; Navy revolvers on the left.]]&lt;br /&gt;
[[File:RDR2-ColtA&amp;amp;N-Reload.jpg|thumb|none|600px|Arthur Morgan reloading a Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_DARevolver.jpg|thumb|none|600px|Micah Bell fires the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy3.jpg|thumb|none|600px|Holding a rusty Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy2.jpg|thumb|none|600px|Aiming. Note the cocked hammer.  The first time the weapon is aimed after drawing/reloading, the hammer is automatically cocked.  Subsequent shots are fired in double-action.]]&lt;br /&gt;
[[Image:1889 ADS.jpg|thumb|none|600px|Aiming Down Sights.  Note that the hammer is down.]]&lt;br /&gt;
[[Image:RDRII_NewArmy1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Hiroller.jpg|thumb|none|400px||The unique High Roller variant of the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[File:RDR2-High-Roller.jpg|thumb|none|600px|High Roller variant in-game.]]&lt;br /&gt;
[[File:RDR2 Colt New Army snub.jpg|thumb|none|600px|An unusable snubby Colt revolver seen in a display case.]]&lt;br /&gt;
[[File:RDR2 Colt New Army ADS.jpg|thumb|none|600px|The &amp;quot;Improved Sights&amp;quot; of the New Army &amp;amp; Navy. This upgrade adds a rear sight to this revolver and the SAA.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] returns from ''Red Dead Redemption'', again referred to as the &amp;quot;Cattleman Revolver&amp;quot;. It is probably the most common handgun in the game and is commonly carried by lawmen, bandits, bounty hunters, and civilians.  Customizing the gun with a long barrel turns it into a &amp;quot;Cavalry&amp;quot; model. Early in the game, (Chapter 2) if the player does the Stranger side-mission &amp;quot;The Noblest of Men and a Woman&amp;quot;, the player has a chance at collecting two unique versions of the Colt that come with various increased stats.&lt;br /&gt;
[[Image:Uberti boxed 3.jpg|thumb|none|300px|An Uberti &amp;quot;Cattleman&amp;quot; replica of Colt SAA &amp;quot;Artillery&amp;quot; model.]]&lt;br /&gt;
[[File:RDR2-SAA.jpg|thumb|none|600px|The SAA in Arthur Morgan's right hand.]]&lt;br /&gt;
[[File:RDR2-SAA-2.jpg|thumb|none|600px|Arthur Morgan dual-wielding SAAs.]]&lt;br /&gt;
[[File:RDR 2 First Look 4.jpg|thumb|none|600px|A good close-up of an SAA brandished by John Marston.]]&lt;br /&gt;
[[File:RDR2_SAA1.jpg|thumb|none|600px|Arthur holds a single SAA.]]&lt;br /&gt;
[[File:RDR2_SAA2.jpg|thumb|none|600px|He aims his Colt.]]&lt;br /&gt;
[[File:Colt_Peacemaker_ADS.jpg|thumb|none|600px|Aiming down the sights of the SAA.]]&lt;br /&gt;
[[File:RDR2_SAA3.jpg|thumb|none|600px|Reloading. In first-person, the fired rounds simply fly out without Arthur using the ejector rod. In third-person, however, Arthur's left hand is correctly working the ejector rod when reloading.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Flaco's_Variant.jpg‎|thumb|none|600px|The unique Flaco Hernandez variant of the SAA.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Granger's_Variant.jpg‎|thumb|none|600px|The unique Emmett Granger variant of the SAA.]]&lt;br /&gt;
[[File:RDR2 Colt SAA ADS (2).jpg|thumb|none|600px|Aiming a black SAA with a rear sight notch.]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1900==&lt;br /&gt;
The [[FN Model 1900]], appearing as the &amp;quot;M1899 Pistol&amp;quot; (obviously, in order to represent the FN 1899, although it is still clearly modeled on the Model 1900), was originally exclusive to the PC release of the game. It was later made available on consoles through patches. The pistol's model is modeled a bit differently from reality - the grip is much more angled and the trigger does not sit rearwards into the frame as a real M1900 would. Do note, however, that the weapon's icon is accurate and exactly like a real example of a Model 1900. It currently only appears in the campaign, making it the only weapon to not appear in ''Online'' at present.&lt;br /&gt;
[[Image:FNM1900.jpg|thumb|none|300px|FN Model 1900 - .32 ACP]]&lt;br /&gt;
[[File:RDR2 M1899.jpg|thumb|none|600px|Despite being described as &amp;quot;M1899&amp;quot;, it still looks more like the slightly later FN 1900. Also note the serial number &amp;quot;989811.&amp;quot; Here the pistol's cocking indicator can be clearly seen in the extended position, which means it is actually not ready to fire.]]&lt;br /&gt;
[[File:RDR2 M1900 (1).jpg|thumb|none|600px|The FN M1900 after purchase in the St. Denis gun shop. Note the different trigger and grip angle, the result of sharing animations with the revolvers.]]&lt;br /&gt;
[[File:RDR2 M1900 (2).jpg|thumb|none|600px|The early pistol in the outskirts of the city.]]&lt;br /&gt;
[[File:RDR2 M1900 (3).jpg|thumb|none|600px|Pointing the FN.]]&lt;br /&gt;
[[File:RDR2 M1900 (4).jpg|thumb|none|600px|Aiming down the iron sights. The front post is actually an &amp;quot;uncocked&amp;quot; indicator that sits in the front end of the sight gutter - meaning the pistol is not chambered in this state.]]&lt;br /&gt;
[[File:RDR2 M1900 (5).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:RDR2 M1900 (6).jpg|thumb|none|600px|Chambering the pistol.]]&lt;br /&gt;
[[File:RDR2 M1900 (7).jpg|thumb|none|600px|Holding a black FN 1900 with a longer slide and barrel.]]&lt;br /&gt;
[[File:RDR2 M1900 (8).jpg|thumb|none|600px|Looking down the &amp;quot;upgraded sights,&amp;quot; which is a wider rear notch and completely ignores the actual front sight; however, the pistol is actually ready to fire with this upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat Revolver==&lt;br /&gt;
An advertisement for the [[LeMat Revolver]] is seen on a wall in the Blackwater police station. It was added as a usable weapon with the May 2019 update in Red Dead Online. It holds 9 normal revolver rounds and a single shotgun round.&lt;br /&gt;
[[File:LeMat Pietta made revolver.JPG|thumb|none|300px|F. Elli Pietta LeMat revolver]]&lt;br /&gt;
[[File:RDR2-LeMat-Advert.jpg|thumb|none|600px|The LeMat ad on the wall in the Blackwater police station.]]&lt;br /&gt;
[[File:RDR2-LeMat1.jpg|thumb|none|600px|The unupgraded LeMat on the gun shop table.]]&lt;br /&gt;
[[File:RDR2-LeMat2.jpg|thumb|none|600px|Holding a LeMat revolver with longer barrel.]]&lt;br /&gt;
[[File:RDR2-LeMat3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RDR2-LeMat4.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2-LeMat5.jpg|thumb|none|600px|Reloading. The reloading process is unrealistically quick for a black powder cap-and-ball firearm, but appears to have all the right steps.]]&lt;br /&gt;
[[File:RDR2-LeMat6.jpg|thumb|none|600px|Aiming while the shotgun mode is activated.]]&lt;br /&gt;
[[File:RDR2-LeMat7.jpg|thumb|none|600px|Reloading the shotgun round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] returns from the previous game as the &amp;quot;Mauser Pistol&amp;quot;, described as being designed and manufactured by the fictional &amp;quot;Mühlberg&amp;quot; company in Germany (&amp;quot;Mauser&amp;quot; instead of being relegated to the weapon's given name, apparently). Unlike in ''[[Red Dead Redemption]]'', the gun is correctly depicted as a semi-auto only version rather than an anachronistic machine-pistol. It also holds a correct 10 rounds rather than 15 in the first game. By doing the Stranger quest &amp;quot;The Noblest Men, and Woman,&amp;quot; the player can get a gold plated version of this gun off the body of Billy Midnight. The standard version does not unlock for purchase until much later in the game (though a free one can be grabbed during a mission late in Chapter 4).&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|300px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:RDRII_Mauser.jpg|thumb|none|600px|The Mauser on the gun shop table. Interestingly, by default it has a shorter barrel (between the usual and the &amp;quot;Bolo&amp;quot; version), which can be turned to a standard length barrel with customization. This conversion is commonly seen in pre-revolution China, for quicker drawing from a belt, without a holster.]]&lt;br /&gt;
[[Image:RDRII_Mauser1.jpg|thumb|none|600px|Arthur holds a Mauser Pistol.]]&lt;br /&gt;
[[Image:RDRII_Mauser2.jpg|thumb|none|600px|Aiming. Note the hammer is cocked; when the weapon's just reloaded, the hammer will be down.]]&lt;br /&gt;
[[Image:RDRII_Mauser3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Mauser4.jpg|thumb|none|600px|Reloading a 10-round stripper clip. Regardless of the number of remaining rounds, the full clip will always be loaded, as if the pistol were completely empty. The bolt is correctly released immediately when the clip is removed.]]&lt;br /&gt;
[[Image:Mauser_C96_Midnight_Variant.jpg|thumb|none|600px|Billy Midnight's unique Mauser Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Schofield|Smith &amp;amp; Wesson Schofield Model 3 revolver]] appears as the &amp;quot;Schofield Revolver.&amp;quot; Dutch owns a pair of these revolvers as his personal firearms. After a particular mission in Chapter 4, the player can conclude &amp;quot;The Noblest of Men, and a Woman&amp;quot; Stranger quest and acquire a unique variant called Calloway's Revolver. Two unusable S&amp;amp;W &amp;quot;Wells Fargo&amp;quot; Schofield revolvers can be seen in a Showcase in Tumbleweed; the gun in the game can get a barrel of analogous length through customization.&lt;br /&gt;
[[Image:Schofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with nickel finish - .45 Schofield]]&lt;br /&gt;
[[File:RedDeadRedemption2Revolvers.jpg|thumb|none|600px|Promotional Picture of Dutch's revolvers.]]&lt;br /&gt;
[[File:RDR2_swScho1.jpg|thumb|none|600px|Holding the S&amp;amp;W revolver.]]&lt;br /&gt;
[[File:RDR2_swScho2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Schofield_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_swScho3.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:RDR2_swScho4.jpg|thumb|none|600px|Reloading. The automatic ejector incorrectly only ejects the fired rounds, meaning that Arthur only needs to reload the fired rounds.]]&lt;br /&gt;
[[File:Calloway's_Unique_Schofield.jpg|thumb|none|600px|The special Calloway's Revolver variant.]]&lt;br /&gt;
[[File:Otis_Miller's_Revolver.jpg|thumb|none|600px|During the Epilogue, a gold-plated Schofield can be found in New Austin as part of an unmarked Treasure Hunt.]]&lt;br /&gt;
[[File:WellsFargoSchofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson &amp;quot;Wells Fargo&amp;quot; Schofield with barrel cut down to five inches - .45 Schofield]]&lt;br /&gt;
[[File:RDR2_swm2.jpg|thumb|none|600px|Checking out the &amp;quot;Wells Fargo&amp;quot; model in the showcase.]]&lt;br /&gt;
[[File:RDR2 Schofield ADS.jpg|thumb|none|600px|Aiming a Schofield revolver with the alternate rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==Volcanic Repeater==&lt;br /&gt;
The [[Volcanic Repeater]] returns from the previous game. When firing, Arthur Morgan performs a subtle flip cock between shots. The weapon holds eight shots, but oddly, adding the extended barrel (with tube magazine) does not increase capacity. Amusingly, the weapon, which is known to have had very poor power and terminal ballistics in reality, is the pistol with the highest base damage in-game. In-game this is justified by a blurb in the gunsmith brochure advertising the weapon, which mentions that this version of the Volcanic has been modified to use more powerful cartridges than rocket ball ammunition. &lt;br /&gt;
[[Image:Volcanic .jpg |thumb|none|300px|Volcanic Pistol - .31 or .41 caliber.]]&lt;br /&gt;
[[Image:RDRII_volcanic1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_Speed_Fire.jpg‎|thumb|none|600px|When firing rapidly, Arthur Morgan will grip the pistol with two hands. Like a mini lever rifle.]]&lt;br /&gt;
[[Image:RDRII_volcanic2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_ADS.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[Image:RDRII_volcanic3.jpg|thumb|none|600px|Reloading a single round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The anachronistic [[Carcano_Rifle_Series#Carcano_M91.2F38_Short_Rifle|Carcano M91/38 Short Rifle]] returns from the previous game instead of an accurate [[Carcano Rifle Series#Carcano M91 Rifle|M91 Long Rifle]]. Oddly enough it has a rear sight of a long M91. It is only available with a mounted scope. The player receives the weapon during a mission in Chapter 6. &lt;br /&gt;
[[Image:CarcanoM91-38ShortRifle.jpg‎|thumb|none|400px|Carcano M91/38 - 6.5x52mm.]]&lt;br /&gt;
[[File:RDR2-Carcano.jpg|thumb|none|600px|Sadie with the Carcano.]]&lt;br /&gt;
[[Image:RDRII_carc1.jpg|thumb|none|600px|The Carcano Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_carc2.jpg|thumb|none|600px|Holding the Carcano. Note the rear sight.]]&lt;br /&gt;
[[Image:RDRII_carc3.jpg|thumb|none|600px|The Carcano's iron sights. These are not actually usable outside of screenshot tricks (as performed here), except via trainers or modifications on the PC version.]]&lt;br /&gt;
[[Image:RDRII_carc4.jpg|thumb|none|600px|Reloading an en-bloc clip. Arthur always loads in a full en-bloc clip regardless if there is any ammo remaining.]]&lt;br /&gt;
[[Image:RDRII_carc5.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[Image:RDRII_carc6.jpg|thumb|none|600px|A view of the Carcano while riding.]]&lt;br /&gt;
[[Image:RDRII_carc7.jpg|thumb|none|600px|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Elephant Rifle&amp;quot;==&lt;br /&gt;
Introduced with the RDO Naturalist update is a high caliber double rifle, named as the &amp;quot;Elephant Rifle.&amp;quot; Its design resembles the [[Bentley and Playfair Double Rifle]], although the in-game catalogue description states that the rifle is produced by the fictional Mühlberg company, indicating that it is supposed to be of German origin. The tremendous recoil will knock the player character down if fired while crouched. &lt;br /&gt;
[[File:470 Bentley and Playfair double rifle.jpg|none|thumb|450px|Bentley and Playfair Double Barrel Hammerless Rifle - .470 Nitro Express]]&lt;br /&gt;
[[File:RDR2 Elephant Rifle (1).jpg|thumb|none|600px|The &amp;quot;Elephant Rifle&amp;quot; in idle, first person view.]]&lt;br /&gt;
[[File:RDR2 Elephant Rifle (2).jpg|thumb|none|600px|Pointing the double rifle.]]&lt;br /&gt;
[[File:RDR2 Elephant Rifle (3).jpg|thumb|none|600px|Aiming down the default iron sights. The front sight is slightly misaligned to the left.]]&lt;br /&gt;
[[File:RDR2 Elephant Rifle (4).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:RDR2 Elephant Rifle (5).jpg|thumb|none|600px|Reloading the double rifle after firing a single shot, note the struck primer. A new round has yet to appear in the character's hand.]]&lt;br /&gt;
&lt;br /&gt;
==Evans Repeating Rifle==&lt;br /&gt;
The [[Evans Repeating Rifle]] is available with the March 2019 update in Red Dead Online. Unlike the Evans in the prior ''Red Dead'' game, which held an incorrect 22 rounds, the Evans in ''RDRII'' has a partially-correct capacity of 26; while this is the correct capacity for the magazine itself, 2 more rounds could be stored in the rifle altogether - one in the chamber, and one in the space between the magazine and chamber.&lt;br /&gt;
&lt;br /&gt;
The Christmas 2020 event included a cosmetic variant with a unique extended handguard. It is free to use, just requiring the base Evans to be purchased.&lt;br /&gt;
[[Image:EvansA.jpg|600px|thumb|none|400px|Evans Repeating Rifle - .44 Evans Short]]&lt;br /&gt;
[[Image:RDRII_rvans1.jpg|thumb|none|600px|Holding the Evans Repeating Rifle.]]&lt;br /&gt;
[[Image:RDRII_rvans2.jpg|thumb|none|600px|Using the iron sight.]]&lt;br /&gt;
[[Image:RDRII_rvans3.jpg|thumb|none|600px|Reloading. The player character loads in a round and cycles the lever, repeating the process until full. To simplify reload, loaded rounds are not ejected when the lever is cycled, and the individual rotating spaces in the screw magazine are not simulated (as doing so means that reloading mid-magazine will create empty spaces in the magazine).]]&lt;br /&gt;
[[Image:RDRII_rvans4.jpg|thumb|none|600px|A view of the rifle while riding.]]&lt;br /&gt;
[[Image:RDR2 Evans Xmas.jpg|thumb|none|600px|Holding up a Santa ornament with the unique Holiday 2020 Evans - note the extended handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 1860==&lt;br /&gt;
The [[Henry 1860]] appears as the &amp;quot;Litchfield Repeater&amp;quot; and is depicted with an enlarged lever loop. The weapon is first available during a mission in Chapter 6. &lt;br /&gt;
[[Image:Henry.jpg|thumb|none|400px|Henry 1860 brass-frame - .44 Rimfire (RF).]]&lt;br /&gt;
[[File:RDR 2 First Look 36.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Henry.jpg|thumb|none|600px|The Henry on the gun shop table.]]&lt;br /&gt;
[[Image:Henry1.jpg|thumb|none|600px|Holding the &amp;quot;Litchfield Repeater.&amp;quot;]]&lt;br /&gt;
[[Image:Henry2.jpg|thumb|none|600px|Aiming. In this instance, the Henry has the alternate rear sight.]]&lt;br /&gt;
[[Image:Henry_1860_ADS.jpg|thumb|none|600px|Aiming down the default rear aperture sight.]]&lt;br /&gt;
[[File:RDR2 Henry 1860 ADS.jpg|thumb|none|600px|ADS of the upgraded iron sights.]]&lt;br /&gt;
[[Image:Henry3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Henry4.jpg|thumb|none|600px|Holding the Henry while riding.]]&lt;br /&gt;
[[Image:Henry_1860_from_horseback_RDR2.jpg|thumb|none|600px|Holding the Henry 1860 while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen Rifle==&lt;br /&gt;
A hybrid [[Krag-Jørgensen]] comprised of the US and Danish variants appears as the &amp;quot;Bolt-Action Rifle&amp;quot; and is Bill Williamson's weapon of choice. The weapon is unlocked for use by the player in Chapter 3. Unlike in ''[[Red Dead Redemption]]'', Arthur Morgan reloads five rounds quickly into the breach instead of using an incorrect stripper clip. &lt;br /&gt;
[[Image:USKragRifle.jpg|thumb|none|400px|US Property Marked Krag-Jørgensen Model 1896 Rifle - .30-40 Krag]]&lt;br /&gt;
[[File:Danish Krag Carbine.jpg|thumb|none|400px|Krag-Jørgensen Model 1889 Artillery Carbine - 8x58R]]&lt;br /&gt;
[[File:RDR2-krag.jpg|thumb|none|600px|Wallpaper of Bill Williamson on the right holding the Krag.]]&lt;br /&gt;
[[File:RDR2-Rifle.jpg|thumb|none|600px|The rifle over his back.]]&lt;br /&gt;
[[File:RDR2-krag1.jpg|thumb|none|600px|Arthur holds the rifle.]]&lt;br /&gt;
[[File:RDR2-krag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Krag_Jorgsen_ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:RDR2-krag3.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:RDR2-krag4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2-krag5.jpg|thumb|none|600px|Holding the rifle while riding.]]&lt;br /&gt;
[[File:RDR2 Krag (1).jpg|thumb|none|600px|Cosmetic customization of the Krag-Jørgensen. The safety (colored black) is misidentified as the hammer here; although the actual cocking piece functions correctly in gameplay.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Rolling Block==&lt;br /&gt;
The [[Remington Rolling Block|Remington Rolling Block Sporting Rifle]] returns as the &amp;quot;Rolling Block Rifle.&amp;quot;&lt;br /&gt;
[[Image:Remington rollingblock no1.jpg|thumb|none|400px|Remington Rolling Block Sporting Rifle - .45]]&lt;br /&gt;
[[File:RDR2-RemRoll1.jpg|thumb|none|600px|Arthur holds the Remington.]]&lt;br /&gt;
[[File:RDR2-RemRoll2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:RDR2-RemRoll2_1.jpg|thumb|none|600px|Using the iron sights. Again, these are not actually usable in normal gameplay.]]&lt;br /&gt;
[[File:RDR2-RemRoll3.jpg|thumb|none|600px|Using the scope.]]&lt;br /&gt;
[[File:RDR2-RemRoll3_1.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-RemRoll4.jpg|thumb|none|600px|Holding the Remington while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer Model 1860 Carbine==&lt;br /&gt;
The [[Spencer 1860 Carbine|Spencer Model 1860 Carbine]] appears as the &amp;quot;Carbine Repeater,&amp;quot; inverted from its designation in ''Red Dead Redemption''. The Spencer 1860 is among the most common long guns in the game and is used by numerous NPCs. An interesting feature of the rifle is that to make up for its slow fire rate, the weapon's magazine is fully topped up on every reload via the use of Blakeslee tubes, rather than ''Red Dead Redemption'''s strange breech-loading animation.&lt;br /&gt;
[[Image:Spencer 1860 Carbine.jpg|thumb|none|400px|Spencer 1860 Carbine - .56-56 RF.]]&lt;br /&gt;
[[File:RDR2-Spencer-1860.jpg|thumb|none|600px|The Spencer slung across Arthur's back.]]&lt;br /&gt;
[[File:RDR 2 First Look 6.jpg|thumb|none|600px|Sadie on the right with a Spencer in hand.]]&lt;br /&gt;
[[File:RDR2_spencer1.jpg|thumb|none|600px|Arthur holds a Carbine Repeater.]]&lt;br /&gt;
[[File:RDR2_spencer1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Spencer_Carbine_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_spencer2.jpg|thumb|none|600px|Topping up the magazine with a Blakeslee tube. Somehow, the rounds obligingly load themselves into the magazine tube without the aid of gravity; the Spencer should be held with the muzzle downwards for this to work.]]&lt;br /&gt;
[[File:RDR2_spencer3.jpg|thumb|none|600px|Holding the carbine while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Trapdoor 1873==&lt;br /&gt;
The [[Trapdoor Springfield Rifle|1873 Springfield Trapdoor Rifle]] appears in the game as the &amp;quot;Springfield Rifle.&amp;quot; Unlike the previous game, the Springfield is now the full-length rifle and correctly holds a single round instead of four. A Civil War monument in Rhodes consists of a platform atop which stands a Confederate soldier holding a Springfield Trapdoor Rifle.&lt;br /&gt;
[[Image:UmbertiTrapdoorFullSize.jpg|thumb|none|400px|1873 Springfield Trapdoor Rifle - .45/70]]&lt;br /&gt;
[[File:RDR2-Springfield-Statue.jpg|thumb|none|600px|The Civil War monument in Rhodes.]]&lt;br /&gt;
[[File:RDR2-spring1.jpg|thumb|none|600px|Holding the Springfield.]]&lt;br /&gt;
[[File:RDR2-spring2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Springfield_Trapdoor_ADS.jpg|thumb|none|600px|Aiming down the sights. The rifle is pointed very high here, without much regard for the rear notch]]&lt;br /&gt;
[[File:RDR2-spring3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2 1873 Trapdoor ADS.jpg|thumb|none|600px|The upgraded sights of the Springfield Trapdoor rifle, which adds two large wings to the rear sight.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;]] appears as the &amp;quot;Lancaster Repeater.&amp;quot; This is a rather odd choice as by 1899, Winchester rifles like the Model 1873, 1892, and 1894 would have been more widespread. Customizing the frame with steel makes the gun look like the [[Winchester Model 1873]]. U.S. Army soldiers are seen with the Winchester Model 1866, which is wildly inaccurate as they should be using the Krag-Jørgensen, and unlike the [[Red Dead Redemption|previous game]], there's no &amp;quot;it's not included in the game!&amp;quot; excuse to fall back on this time.&lt;br /&gt;
[[Image:Winchester66.jpg|thumb|none|400px|Winchester 1866 &amp;quot;Yellow Boy&amp;quot; Carbine - .44 RF]]&lt;br /&gt;
[[File:RDR2-winyell1.jpg|thumb|none|600px|Holding the Lancaster.]]&lt;br /&gt;
[[File:RDR2-winyell2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Winchester_ADS.jpg‎|thumb|none|600px|Aiming down the sights. Here the rifle is customized with steel, making it look like a Model 1873.]]&lt;br /&gt;
[[File:RDR2-win3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-winyell4.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
[[File:RDR2 Winchester 1866 ADS.jpg|thumb|none|600px|The upgraded sights of the Winchester 1866. The rear sight is replaced with an aperture.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1890==&lt;br /&gt;
The [[Winchester Model 1890]] appears as the &amp;quot;Varmint Rifle.&amp;quot; Being a .22 Caliber weapon in-game, it comes with its own ammo type. &lt;br /&gt;
[[Image:Win1890.jpg|thumb|none|400px|Winchester Model 1890 - .22 Short Rimfire]]&lt;br /&gt;
[[Image:RDRII_Varmint.jpg|thumb|none|600px|The Varmint Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Varmint1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_Varmint2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1890_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Varmint3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from the previous game as the &amp;quot;Semi-Automatic Shotgun&amp;quot;. The game takes place in 1899, making the Auto-5 technically anachronistic - while John Moses Browning began designing the shotgun in 1898, production did not officially begin until 1902. A free one can be found in the cellar at Watson's Cabin in the Big Valley region of West Elizabeth.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|none|thumb|400px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:RDR2-BrowningAuto5.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Browning1.jpg|thumb|none|600px|The Browning Auto on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Browning3.jpg|thumb|none|600px|Holding the &amp;quot;Semi-Automatic Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Browning2.jpg|thumb|none|600px|Pointing the Auto-5.]]&lt;br /&gt;
[[Image:Browning_A5_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Browning4.jpg|thumb|none|600px|Reloading. Arthur never actually interacts with any of the controls on the shotgun, which is problematic since this would be a pre-1953 model on top of being anachronistic, so the famous &amp;quot;Speed Loading&amp;quot; feature does not exist yet. Arthur would have had to chamber load a shell, drop the bolt using the bolt release button on the right side, and load the rest of the ammunition into the magazine while holding down said button all with one hand, an implausible feat of dexterity. In game, he only inserts five shells and is good to go.]]&lt;br /&gt;
[[Image:RDRII_Browning5.jpg|thumb|none|600px|Holding while on horseback.]]&lt;br /&gt;
[[File:RDR2 Auto-5 ADS.jpg|thumb|none|600px|ADS of a silver A-5 with the rear sight upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun]] with exposed hammers appears in the game and is commonly used by NPCs, the Murfree Brood in particular. Though available from any gun shop right from the start of Chapter II, it can be picked up from a number of places in the game world for free; including from Six Point Cabin during the mission &amp;quot;Paying a Social Call&amp;quot;, looted from the old hermit woman in an unmarked cabin in the Big Valley region of West Elizabeth, and from Algie Davidson's house at Catfish Jacksons in the Scarlett Meadows region of Lemoyne. &lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|400px|Remington Model 1889 - 12 gauge]]&lt;br /&gt;
[[File:RDR2-DoubleBarrel.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RDR2-Arthur-Double-Barrel.jpg|thumb|none|600px|Arthur Morgan holds the Double Barrel.]]&lt;br /&gt;
[[Image:RDRII_dbshot1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Double_Barrel_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights, not that you ever need to with this gun...]]&lt;br /&gt;
[[Image:RDRII_dbshot2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDO Krampus Shotgun.jpg|thumb|none|600px|The &amp;quot;Krampus&amp;quot; variant found only in Red Dead Online.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Shotgun==&lt;br /&gt;
Charles Smith uses a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed Off Shotgun]] as his weapon of choice. It is acquired by the player early in the prologue and is occasionally used by NPCs. Unlike the first game, it has exposed hammers. It can be dual-wielded in pairs or with another weapon. &lt;br /&gt;
[[Image:Sawed off exposed hammers.jpg|thumb|400px|none|Sawed off side by side shotgun with exposed hammers - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Smith, seen opposite Sadie Adler, with the sawed-off shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun1.jpg|thumb|none|600px|Holding a single Sawed-Off Shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights. Not that it's necessary.]]&lt;br /&gt;
[[File:RDR_2_Sawn_off_Dual_Weild.jpg|thumb|none|600px|Dual wielding a pair of sawn-off double barrel shotguns. Note that the weapon on the left has a leather wrap foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears as the &amp;quot;Repeating Shotgun&amp;quot;. It's possibly the 10 gauge version, as it is the most powerful shotgun in the game. It also has a capacity of six shells, the most out of all shotguns. It's first available for purchase during Chapter 6.&lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|400px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[Image:RDRII_win87_1.jpg|thumb|none|600px|The Winchester M1887 on the gunshop table.]]&lt;br /&gt;
[[Image:RDRII_win87_2.jpg|thumb|none|600px|Holding the &amp;quot;Repeating Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_win87_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1887_ADS.jpg|thumb|none|600px|Aiming down the sights. Refreshingly, the hammer on the model is cocked, which does not happen all the time with 1887 portrayals in fiction.]]&lt;br /&gt;
[[Image:RDRII_win87_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_win87_5.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
[[Image:Winchester_1887_from_horseback_RDR2.jpg‎|thumb|none|600px|Holding a [[Winchester Model 1887]] while on horseback.]]&lt;br /&gt;
[[File:RDR2 1887 ADS.jpg|thumb|none|600px|ADS of the M1887 with a rear sight upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] is available as the &amp;quot;Pump-Action Shotgun&amp;quot;. Unlike ''[[Red Dead Redemption]]'', the weapon is available from one of the early chapters, rather than being a late-game weapon. A free one can be found at Chez Porter, an isolated ranch in the Grizzlies West region of Ambarino&lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|400px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 First Look 14.jpg|thumb|none|600px|John holds the Winchester in his left hand while firing a Schofield.]]&lt;br /&gt;
[[Image:RDRII_Win97_1.jpg|thumb|none|600px|The Winchester M1897 on the gun shop table. The trigger guard is taken from the later [[Winchester Model 1912|Model 1912]].]]&lt;br /&gt;
[[Image:RDRII_Win97_4.jpg|thumb|none|600px|Holding the &amp;quot;Pump-Action Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Win97_3.jpg|thumb|none|600px|Aiming the shotgun from the hip.]]&lt;br /&gt;
[[File:RDR2 M1897 ADS.jpg|thumb|none|600px|ADS of the M1897 shotgun's standard sights.]]&lt;br /&gt;
[[Image:Winchester_1897_ADS.jpg|thumb|none|600px|Aiming down the sights. Note that the weapons can be customized with a variety of materials; this M1897 has a brass frame and the rear sight modification.]]&lt;br /&gt;
[[Image:RDRII_Win97_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Win97_5.jpg|thumb|none|600px|Holding a M1897 while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
Two long 1874 model [[Gatling Gun]]s mounted on artillery carriages with ammunition boxes make an appearance in Fort Mercer. Unlike the first game, it comes with a top-mounted magazine.&lt;br /&gt;
[[Image:Gatling.jpg|thumb|none|400px|Colt Gatling Gun with Bruce Feed Guide - .45-70]]&lt;br /&gt;
[[File:RDR 2_gatling4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim 1895==&lt;br /&gt;
Replacing the previous game's anachronistic [[Browning M1917]], the far more period-appropriate [[Maxim 1895]] is used throughout the story. Characters in the game continuously refer to this weapon as a &amp;quot;Gatling Gun.&amp;quot; This is either intentional period specific slang meaning &amp;quot;machine gun&amp;quot; or it's an oversight by the developers who possibly had Gatling Guns planned for certain story missions. &lt;br /&gt;
[[File:Maxim1895.jpg|thumb|none|400px|Maxim 1895 on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:RDRII_Browning.jpg|thumb|none|600px|Arthur Morgan firing a Maxim 1895. He doesn't seem to be using the sights (though, to be fair, it's not like he could if he wanted to, seeing as his hat's in the way).]]&lt;br /&gt;
[[File:RDR2-Maxim.jpg|thumb|none|600px|An unprepared Maxim in the camp.]]&lt;br /&gt;
[[File:RDR2-Maxim1.jpg|thumb|none|600px|Arthur manning the Maxim.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Revolving Cannon==&lt;br /&gt;
On Guarma island, Arthur can use a [[Gatling Gun|Hotchkiss Revolving Cannon]] to sink a Spanish armored ship.&lt;br /&gt;
&lt;br /&gt;
[[File:HotchkissRevCannon.jpg|thumb|none|400px|Hotchkiss Revolving Cannon - 42mm]]&lt;br /&gt;
[[File:RDR 2_gatling1.jpg|thumb|none|600px|The Hotchkiss Revolving Cannon in-game]]&lt;br /&gt;
[[File:RDR 2_gatling2.jpg|thumb|none|600px|Arthur leaning on the Hotchkiss Revolving Cannon to examine his target.]]&lt;br /&gt;
[[File:RDR 2_gatling3.jpg|thumb|none|600px|Arthur firing the Hotchkiss Revolving cannon at a Spanish ironclad which appears to be a fictional hybrid between the CSS ''Virginia'' and USS ''Monitor''; this is kind of anachronistic as such primitive ironclads were obsolete by the time of the Spanish–American War and more modern ships were used instead.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mountain Gun==&lt;br /&gt;
Several [[Hotchkiss Mountain Gun]]s can be seen on Guarma island. The player has the option of using one to blow open a wall in a later mission during Chapter 6. It's also the standard artillery for the U.S. Army.&lt;br /&gt;
[[Image:M 1886 1.65Hlmr.jpg|thumb|none|350px|M1886 Hotchkiss light mountain rifle - 42 mm (1.65 in)]]&lt;br /&gt;
[[File:RDR 2_hotch1.jpg|thumb|none|600px|The Hotchkiss Mountain Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
Arthur Morgan can also utilize a bow. It is a useful weapon for silent kills and can also be used for clean hunting kills on animals. The bow is capable of utilizing multiple types of arrows, including poison, incendiary, and always-fun dynamite arrows. &lt;br /&gt;
[[File:RDR 2 First Look 11.jpg|thumb|none|600px|Arthur with the bow in a promotional screenshot.]]&lt;br /&gt;
[[File:RDR 2 bow1.jpg|thumb|none|600px|Arthur holds the Bow.]]&lt;br /&gt;
[[File:RDR 2 bow2.jpg|thumb|none|600px|He draws back the bowstring.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==FN Model 1903==&lt;br /&gt;
The [[Colt Model 1903/1908#FN Browning 1903|FN Browning 1903 pistol]] is seen as a Sharpshooter award symbol.&lt;br /&gt;
[[Image:Browning 1903.jpg|thumb|none|300px|FN Browning Model 1903 Pistol - 9x20mm Browning Long]]&lt;br /&gt;
[[File:RDR2_FNpistol1.jpg|thumb|none|600px|The symbol is at the top left.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Paterson 1836==&lt;br /&gt;
A [[Colt Paterson 1836]] revolver can be seen on a collectable cigarette card image.&lt;br /&gt;
[[Image:ColtPatterson5thmodel.jpg|thumb|none|300px|Colt Paterson 5th Model - .36 caliber.]]&lt;br /&gt;
[[File:RDR 2 cicolt.jpg|thumb|none|600px|The image in-game.]]&lt;br /&gt;
&lt;br /&gt;
==U.S. Johnson Model 1836== &lt;br /&gt;
A low detail [[Flintlock Pistol|U.S. Johnson Model 1836]] is seen in a mission given by Jeremiah Compson. Interestingly, characters call this pistol a revolver and the icon when acquired appears to be a Colt 1851 revolver, but the model is clearly that of a flintlock. &lt;br /&gt;
[[Image:U.S. Johnson M1836.jpg|thumb|none|300px|U.S. Johnson Model 1836 - .54 cal]]&lt;br /&gt;
[[File:Rdr2-flintlock-1.jpg|thumb|none|600px|A squatter aims the Johnson at Arthur.]]&lt;br /&gt;
[[File:Rdr2-flintlock-2.jpg|thumb|none|600px|Another angle of the squatter holding Arthur at gunpoint.]]&lt;br /&gt;
[[File:Rdr2-flintlock-3.jpg|thumb|none|600px|Having evicted the squatters, Arthur examines the Johnson before leaving.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874 Buffalo==&lt;br /&gt;
When the player's tent is upgraded, an unusable rusty [[Sharps 1874 Buffalo]] rifle with spike bayonet can be seen. Another one, seemingly the same model, can also be seen driven by its bayonet into a tree near the old church in Lemoyne.&lt;br /&gt;
[[Image:Sharps 1874 Buffalo.jpg‎|thumb|none|400px|Sharps 1874 Buffalo - .45-70 caliber]]&lt;br /&gt;
[[File:RDR2-sharps.jpg|thumb|none|600px|The Sharps rifle in Arthur's tent.]]&lt;br /&gt;
[[File:RDR2TreeSharps.jpg|thumb|none|600px|The Sharps seen driven into the tree.]]&lt;br /&gt;
&lt;br /&gt;
==Model 1841 6-Pdr Smoothbore Field Gun==&lt;br /&gt;
Several destroyed Model 1841 6-Pdr Smoothbore Field Guns can be seen on the former battlefield of Scarlett Meadows. At &amp;quot;Riley's Charge,&amp;quot; there are also intact and destroyed Field Guns.&lt;br /&gt;
[[File:RDR 2_cannon.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry==&lt;br /&gt;
The cigarette card for gunslinger Emmet Granger depicts him with an unknown variant of the [[Martini-Henry]] rifle.&lt;br /&gt;
[[Image:Martini-HenryMarkI(1871-1876).jpg|thumb|none|400px|Martini-Henry Mk. I (1871-1876) - .577-.450 caliber]]&lt;br /&gt;
[[File:RDR2 Martini.jpg|thumb|none|350px|The Emmet Granger cigarette card. The artwork of the rifle is rather low-detailed, but the distinctive action and cocking indicator can be easily identified. The artwork is also lacking the Martini-Henry's loading lever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1917==&lt;br /&gt;
The [[Browning M1917]] makes a cameo in the combat awards.&lt;br /&gt;
[[Image:BrowningM1917.jpg|thumb|none|400px|Browning M1917 - .30-06]]&lt;br /&gt;
[[File:RDR2-BrowningMG.jpg|thumb|none|600px|The symbol is at the top left.]]&lt;br /&gt;
&lt;br /&gt;
{{Red Dead Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Western Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty_4:_Modern_Warfare&amp;diff=1398995</id>
		<title>Talk:Call of Duty 4: Modern Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty_4:_Modern_Warfare&amp;diff=1398995"/>
		<updated>2021-02-16T12:44:49Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Any asset reusing in Secret Service 2008? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Additional=&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
While the weapon that the &amp;quot;AK-74u&amp;quot; is standing in for does not appear in-game, it is in the &amp;quot;Weapons of Call of Duty 4: Modern Warfare Gamer Picture Pack.&amp;quot; It is quite strange that it appears here, but not in the game.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
== Main Knife ==&lt;br /&gt;
This is main melee knife used in ''Call of Duty 4: Modern Warfare''. The knife attack always kills an enemy in one slash or stab. In Old School multiplayer matches, however, two knife attacks are required to kill an enemy player at full health. This two-hit-kill knifing also applies when double health is applied on Private Matches. It is used by all the factions and moves very fast. It is based on the Rambo II knife.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[File:Knife 4.png|thumb|none|400px|The main Knife In-Game]]&lt;br /&gt;
&lt;br /&gt;
== NRS-2 Knife ==&lt;br /&gt;
Soviet [[NRS-2 Scout Firing Knife|NRS-2]] knives are strapped to the Ultranationalists' webbings. However, they still use the aforementioned pseudo Rambo II knife when meleeing in multiplayer.&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-4]]&lt;br /&gt;
&lt;br /&gt;
== CQB Bayonet ==&lt;br /&gt;
A slightly stylized AKM Type II Bayonet appears in the Remaster as the &amp;quot;CQB Bayonet&amp;quot;.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Wakizashi ==&lt;br /&gt;
A Japanese Wakizashi sword complete with its scabbard appears in the Remaster as the &amp;quot;Samurai&amp;quot;.&lt;br /&gt;
[[Image:Wakizashi.jpg|thumb|none|400px|A 21&amp;quot; Japanese Wakizashi sword replica.]]&lt;br /&gt;
&lt;br /&gt;
==Tactical Gladius==&lt;br /&gt;
A tactical gladius loosely based on the Busse Combat gladius appears in the Remaster as the &amp;quot;Gladiator&amp;quot;.&lt;br /&gt;
[[Image:Busse Combat gladii.jpg|thumb|none|400px|Busse Combat tactical gladius swords.]]&lt;br /&gt;
&lt;br /&gt;
==Shillelagh==&lt;br /&gt;
An Irish Shillelagh club appears in the Remaster as the &amp;quot;Leprechaun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Ontario SP1 Marine Combat Knife==&lt;br /&gt;
An Ontario SP1 Marine Combat Knife appears in the Remaster as the &amp;quot;Point Knife&amp;quot;. It is depicted with a serrated blade akin to modern tactical KA-BAR knives.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
==Medieval Bar Mace==&lt;br /&gt;
A replica of a 14th century Italian bar mace appears in the Remaster as the &amp;quot;Bludgeon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lil Trucker== &lt;br /&gt;
A stylized depiction of the Lil Trucker multitool appears in the Remaster as the &amp;quot;Thug&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Tactical Ninja Sword==&lt;br /&gt;
What is known as &amp;quot;Tactical Ninja Sword&amp;quot; on various online retailers appears in the Remaster as the &amp;quot;Scorpion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==PG-7 HEAT==&lt;br /&gt;
A PG-7 HEAT warhead is used in the Remaster as a melee weapon known in game as the &amp;quot;Danger Close&amp;quot;.&lt;br /&gt;
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==Death's Head Knuckle Knife==&lt;br /&gt;
A WW2 period British Death's Head Knuckle Knife also known as Middle East Commando Knife appears in the Remaster as the &amp;quot;Shamrock Blade&amp;quot;.&lt;br /&gt;
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==UVSR Taiga==&lt;br /&gt;
A stylized depiction of the Soviet UVSR Taiga more commonly known simply as spetsnaz machete appears in the Remaster as the &amp;quot;Machete&amp;quot;.&lt;br /&gt;
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==TOPS Knives Tidal Force Cleaver==&lt;br /&gt;
The &amp;quot;Cleaver&amp;quot; is loosely based on the TOPS Knives Tidal Force Cleaver.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The red dot sight is based on the Adco SOLO Sight System or some of its numerous copies like the Sure Shot reflex sight.&lt;br /&gt;
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== Holographic Sight ==&lt;br /&gt;
The '''Eotech 512''' (distinguishable from the 552 model due to the lack of a night vision switch on the control panel of the 512) appears as the &amp;quot;Holographic Sight&amp;quot;. However, the two adjustment knobs found on the right sight of the real sight are incorrectly depicted on the left side in game.&lt;br /&gt;
&lt;br /&gt;
The Holographic Sight in the Remaster is a fictional model created to avoid legal complications. However, its frame and rear panel are mostly inspired by the EOTech EXPS2 and EOTech EXPS3. However, there are some design problems with the model. There is no actual control panel or adjustment switches, only a single button on the rear panel which presumably is used to switch the device on/off. This means that the reticle's settings such as brightness, size or position cannot be adjusted. Also what usually is the battery compartment on real holographic sights is replaced with a combination of apparently pointless screws.&lt;br /&gt;
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== ACOG ==&lt;br /&gt;
The Trijicon 4x32 ACOG is featured as the &amp;quot;ACOG Scope&amp;quot;.&lt;br /&gt;
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== Reflex Sight ==&lt;br /&gt;
The Tasco Red Dot reflex scope is featured as the &amp;quot;Reflex Sight&amp;quot;. It is featured exclusively in the campaign and is mounted on the M4A1 or the G36C.&lt;br /&gt;
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&amp;lt;BR&amp;gt;&lt;br /&gt;
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= Discussion =&lt;br /&gt;
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Ah, goddamnit. I wanted to do this.&lt;br /&gt;
Well, maybe i can make it up to IMFDB standards sometime, just '''DON'T''' do Half-Life 2. - [[User:Flying Dane|Flying Dane]]&lt;br /&gt;
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==MP5==&lt;br /&gt;
This is not an MP5A3/SD as previously suggested, as it has a flat sided receiver with pictogram markings instead of the S-E-F markings on the A3.&lt;br /&gt;
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Wrong, It's an MP5N/SDN, it doesn't have the 4th selector option.&lt;br /&gt;
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:Please, keep the commentary on the discussion page. At any rate, I added a capture with a clearer view of the selector and its lack of a fourth position. [[User:Spartan198|Spartan198]] 20:42, 15 March 2010 (UTC)&lt;br /&gt;
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==Screenshots==&lt;br /&gt;
I have a lot of shots for the page and will upload them tommorow. -GM&lt;br /&gt;
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I've got a crapload of good real pictures for a lot of the guns, but I don't have any clue as to how to upload them, so, for anyone that can, email me at r1c0ch37@gmail.com&lt;br /&gt;
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&lt;br /&gt;
== You know what would have been better? ==&lt;br /&gt;
&lt;br /&gt;
I kinda wished the creators of this game made more guns for us to use. There are so many modern firearms at least they could put in the multiplayer. Like the G36 carrying handle instead of the rail, H&amp;amp;K machineguns, H&amp;amp;K grenade launchers, a full auto M16 in the multiplayer, the option to put every accessory on your primary, like sights, suppressor, and grenade launcher all in one instead of just pick only one. I know they did that for balance, but screw balance. Let's see, what else? The UMP, Mac-10, Glocks (specificly the Glock 18), Drum magazines, AUG, Tavor, SA80/L85A1, L96A1, MP7A1. I know I'm starting to sound like I'm turning the gun choices of COD4 into Rainbow Six, but that's why I like that game a lot because it has SO MANY GUNS to pick from and the option of putting whatever you want. I want the ability to change firing modes, to add and take off suppressors. [[User:Excalibur01|Excalibur01]] 20:34, 21 January 2009 (UTC)&lt;br /&gt;
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: Not to mention having the actual front sight posts still present on optic-equipped M16s and M4s would have been nice. I realize they probably removed it to give better visibility, but still. [[User:Spartan198|Spartan198]] 22:40, 24 February 2009 (UTC) Spartan198&lt;br /&gt;
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::Firing selectors would have been nice. Full auto or nothing is kind of lame. - [[User:Gunmaster45|Gunmaster45]]&lt;br /&gt;
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:::According to gamers, the military doesn't use semi-automatic (sarcasm). [[User:Spartan198|Spartan198]] 09:31, 7 March 2009 (UTC) Spartan198&lt;br /&gt;
:Yet it's all modeled on semi. Or safe.-protoAuthor 01:45, 25 December 2009 (UTC)&lt;br /&gt;
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::Well screw hardcore gamers. I have most of the Tom Clancy games and those you can select weapons to semi and auto and even some have bursts mode[[User:Excalibur01|Excalibur01]] 01:06,&lt;br /&gt;
 3 April 2009 (UTC)&lt;br /&gt;
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:::I agree completely with you. In most situations in-game, I seemingly always find myself tapping the trigger for single shots instead of firing bursts. [[User:Spartan198|Spartan198]] 07:02, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
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i would have liked to have seen the L96A1 and or the AW50F, as these would have been awesome in cod, also the glock 18, SR-25, and i would have liked to do my own customising of weapons, like on the M16 on the modified version you lose the front sights which just look wrong.&lt;br /&gt;
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Is ok to put pics on this from other websites. [[User:Drjuki]]&lt;br /&gt;
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I want a goddamm regular FN FAL and a IMI Galil AR with the wood hand guards. They would be perfect in the hands of terrorists in the game. They already have the G3 why not a FN FAL?[[User:Oliveira|Oliveira]] 18:56, 26 April 2009 (UTC)&lt;br /&gt;
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i would have liked to customised the weapons myself&lt;br /&gt;
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In my opinion the worst choice of the Infinity Ward was the selection of the MP-44 as &amp;quot;final unlock&amp;quot;: is older than the AK-47 and cannot be modified, excepted the selection of the camouiflage painting. Why call the game &amp;quot;Modern Warfare&amp;quot; if the (teorically) ultimate gun is also the oldest???&lt;br /&gt;
[[User:Lone Soldier|Lone Soldier]] 03-12-2009&lt;br /&gt;
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I believe the mp44 aka sturm was put in there as an Easter Egg of sorts since this was the first Call of Duty to date that wasnt about WW2.&lt;br /&gt;
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== Desert Eagle ==&lt;br /&gt;
&lt;br /&gt;
what finishes do the Desert Eagles have in the game? IMI lists several variants http://www.magnumresearch.com/CustomFinishes.asp&lt;br /&gt;
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Just stainless steel, I think. But don't quote me. I never use it. [[User:Spartan198|Spartan198]] 07:07, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
the game has chrome and titanium gold.&lt;br /&gt;
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Stainless steel, as well as gold once you reach level 55.&lt;br /&gt;
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The Desert Eagles don't come in stainless steel. It would be too goddamn shiny. It uses a chrome-plating finish. --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:29, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==P90 comments.==&lt;br /&gt;
whoever keeps deleting my edits bugger off, this gun is awesome it is easy to aim and has awesome stopping power, and to say it is weak and inaccurate is just plain rubbish, u would have to be a fool to fail to kill an oppo with this gun&lt;br /&gt;
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''Have at it, but remember - this is the last time I play nice.'' --[[User:Clutch|Clutch]] 19:05, 9 April 2009 (UTC)&lt;br /&gt;
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this weapon is the fantastic it is very easy to aim it has good stopping power and at close range it is downright lethal&lt;br /&gt;
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Can't we all play nice?!?! [[User:Drjuki]]&lt;br /&gt;
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I stopped playing COD4 because of peoples bickering &amp;quot;Thats a noob gun&amp;quot; &amp;quot;you're camping&amp;quot; &amp;quot;that perk sucks&amp;quot;&lt;br /&gt;
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There is a crowd who all believe what perks everyoe should have and what weapons, Id love to see a game by their rules, it would be boring. So waiting a few minuites behid a corner is camping, and i'm kicked for it, but they can sit in a building with a siper level the whole match? Tehn there is the p90 debate. Let people who like it use it, do't start telling them there  a noob and being unfair.&lt;br /&gt;
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Come on clutch! Don't be so evil on the kid.[[User:Oliveira|Oliveira]] 18:56, 26 April 2009 (UTC)&lt;br /&gt;
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Any weapon or perk combination you use to kill an opposing player is deemed &amp;quot;noobish&amp;quot;. Anymore I just laugh their rants off and go on with the game. [[User:Spartan198|Spartan198]] 20:46, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
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I think it's sad people (including myself) stop playing the very good multiplayer because of the other players who just ruin it with loud, abusive talking, silly arguments about trivial matters, and generally making it uncomfortable. [[User:Mcguinness]]&lt;br /&gt;
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the noobish comment is spot on as if u use something that the other gamers dont like noobish sod that i kill the lot of em, and the silly arguements comment is also right it gets down right annoying&lt;br /&gt;
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== No Browning M2? ==&lt;br /&gt;
Why is there no Browning on the page? It was clearly seen in-game.&lt;br /&gt;
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umm i dont think glitching outside of the map counts unles your counting the one on the M1 ambrams -scarecrow&lt;br /&gt;
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:As long as it's in the game, it counts to be in the article. --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:31, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The red dot sight on the M4 SOPMOD is a Sure Shot Reflex Sight, not a C-More. [[http://www.afmo.com/Sure_Shot_Reflex_Sight_p/217-00588.htm]] [[User:Spartan198|Spartan198]] 07:14, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
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==The 1911 Griggs used looks more like a Kimber TLE stainless==&lt;br /&gt;
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About the Springfield 1911 in the game I also think it is a Springfield opposed to a Kimber Warrior because I have one and the grip is a lighter color plus it has a different magazine.&lt;br /&gt;
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umm its a stainless (silver colour) 1911 isnt it? where does it say on the page its a kimber? -scarecrow&lt;br /&gt;
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==Excerpt from Remington 700P==&lt;br /&gt;
*''&amp;quot;Oddly, the M40A3 also seen in game is very much the same weapon, although in the game they have slightly different attributes.&amp;quot;''&lt;br /&gt;
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I have to agree and disagree with this statement, as they can't be classified &amp;quot;as the same weapon&amp;quot;, since the M40A3 has its own model number, designation, and role in the Marine Corps; and was modified from the R700P, one change being the finely rifled heavy barrel. However, both rifles, as mentioned before, are made from the Remington 700 model. I think this should be clarified a bit more clearly. Any thoughts? --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 12:57, 8 August 2009 (UTC)&lt;br /&gt;
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Just quick, is the 700p the ltr model or not? Can you tell? [[User:Mcguinness]]&lt;br /&gt;
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== Bluey? ==&lt;br /&gt;
I noticed that some M4's and M16's have &amp;quot;Bluey&amp;quot; on the side. Is there a reason for this? Or just something the designers put in?&lt;br /&gt;
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*I think it's &amp;quot;Blue 4,&amp;quot; possibly to identify who the rifle belongs to in the squad. [[User:Vangelis|Vangelis]] 11:34, 1 October 2009 (UTC)&lt;br /&gt;
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yea it says blue 4 on both a M4 and M16 -scarecrow&lt;br /&gt;
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== M4/M16 ==&lt;br /&gt;
I added a little more information about how the gas block removal on an M4/M16 would effect the firearm. It is true that is the gas block is removed that the next round will not chamber automatically. the bolt would have to be racked to load a new round. I just thought I'd add that information to the page. It can be removed if desired. [[User:ShaDow XPS|ShaDow XPS]]&lt;br /&gt;
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INCORRECT ^&lt;br /&gt;
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Though you cannot see it, most likely the standard front sight gas block has been replaced whit anyone of the readily available low-profile gas blocks and most likely covered by the rail system or fore-grip.&lt;br /&gt;
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Thank you...some one realized that it was still there. please remove the text stating it is not there from the main page -supertoaster&lt;br /&gt;
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The KAC RIS isn't long enough to cover a low profile gas block because the gas tube has to be long enough to reach the front sight post, which rests in front of the RIS on the barrel. If the RIS covered the entire gas tube, then the standard RIS/front sight post set up wouldn't work because the gas tube wouldn't be long enough to reach the front sight post and therefor no gases would be directed back to cycle the bolt. And if this explanation is lost on you, try taking a look at Rabbit's CQBR from [[Medal of Honor (2010)]], which actually ''is'' equipped with a low profile gas block.&lt;br /&gt;
[[image:MOH2010-Mark18-2.jpg|600px|thumb|none|]]&lt;br /&gt;
Notice how the gas block, while partially obscured by the tac light, can quite clearly be ''seen'' on the barrel. It has to be placed here because of the length of the gas tube, which extends beyond the length of the RIS. Compare this with the AR-15 carbine in CoD4.&lt;br /&gt;
[[Image:COD4 - M4A1 1.jpg|thumb|none|600px]]&lt;br /&gt;
Notice how it doesn't even have a gas ''tube''! This gas block debate is getting old, especially with how I've just shown that any gas block would be visible on the barrel. There is ''no'' gas block. Get over it. [[User:Spartan198|Spartan198]] 01:35, 13 April 2012 (CDT)&lt;br /&gt;
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:There's obviously no gas block, I personally never argued there was, but in first person you wouldn't be able to see it if there was one, so there &amp;quot;could&amp;quot; be one in first person, when you're holding it. I don't think anyone was saying there was a gas block on the actual model or in third person.&lt;br /&gt;
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::You say you never argued there was a gas block, but then you say there could be one. Quite a contradiction there. The fact is that the low profile gas block defense is baseless and essentially made up, even for the hero guns used by the player, because there's nothing in the game to actually support it. The third person model is all there is to go by and it ''refutes'' any and all claims of a low profile gas block being present. [[User:Spartan198|Spartan198]] 21:24, 13 April 2012 (CDT)&lt;br /&gt;
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:::I mean I know there obviously isn't a gas block, they didn't put one on the player or world models, but on the hero gun, your first person gun, you can't tell. What I'm saying is if I'm playing I can assume there's a gas block there, just like I assume there's a stock on the gun, even though I can't see it either. Basically, there is no gas block, but in first person you can't tell if there is or isn't. [[User:Alex T Snow|Alex T Snow]] 02:43, 14 April 2012 (CDT)&lt;br /&gt;
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== M4 Barrel ==&lt;br /&gt;
If anyone's still looking at this page, does it look to you like the M4 has a 16&amp;quot; barrel? It does to me. A perfectly straight 16&amp;quot; barrel (no M203 cuts) and the old style M4 stock. I believe that makes it exactly the same as the C8, which was mentioned as being what the SAS really use, so maybe the M4 in this game is really a C8. If anyone can counter this feel free.&lt;br /&gt;
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You're right about the barrel, I think, but the C8 has a 14.5&amp;quot;, not a 16&amp;quot;. Furthermore, if you look at the rifle without any optics, it has an A2 style rear sight, while the C8's is A1 style.&lt;br /&gt;
&lt;br /&gt;
The barrel looks longer because the front sight/gas block is removed when equipped with optics. If you take into account the length of the front sight, the barrel evens out at around 14.5 inches. The &amp;quot;standard&amp;quot; C8 has a 14.5 inch A1 profile barrel, but the C8FTHB (the version used by SAS under the designation L119A1) has a 16.1 inch barrel that bulges out where the M203 step is on an M4 barrel. [[User:Spartan198|Spartan198]] 18:27, 23 December 2009 (UTC)&lt;br /&gt;
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The L119A1's the SFW, not the FTHB. Although in practice there's probably not much difference. [[User:The Wierd It|The Wierd It]] 20:53, 23 December 2009 (UTC)&lt;br /&gt;
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Oh right, I forgot about the front sight being removed. Since you never have a carry handle in the SAS missions I wasn't counting that, and I was thinking SFW when I said C8.&lt;br /&gt;
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Looks like the FTHB to me. L119A1 - [http://www.cybershooters.org/dgca/images/M4/C8andAG36.jpg] C8FTHB - [http://www.casr.ca/101-smallarm-1-c8fthb-rifle.jpg] [[User:Spartan198|Spartan198]] 00:51, 25 December 2009 (UTC)&lt;br /&gt;
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The only difference is that the SFW has a stronger front sight to use the HK AG-C/L17A1 grenade launcher.[[User:The Wierd It|The Wierd It]] 09:29, 25 December 2009 (UTC)&lt;br /&gt;
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Why would a stronger front sight be needed when the AG-C is RIS-mounted? [[User:Spartan198|Spartan198]] 18:44, 25 December 2009 (UTC)&lt;br /&gt;
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==The 1911 in-game==&lt;br /&gt;
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The article is full of incorrect information.  The MEU (SOC) pistol does have novak sights and a match grade trigger nowadays, and a Springfield Loaded model has front cocking serrations which the 1911 ingame does not.  I don't see how it's anymore a Springfield Loaded than the other models the article lists it as not being.  It seems obvious it's not any specific model of a 1911 but I'd say it's closer to the MEU (SOC) pistol than anything else.  The MEU (SOC) pistol even uses desert tan gunner grips now that look just like the ones in the game.  &lt;br /&gt;
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&lt;br /&gt;
Not that I disagree that the Springfield Armory Professional 1911 is the 1911 model in-game, but I think that there ''is'' a possibility that it might be a Nighthawk Custom Enforcer Series or GRP 1911. Why? Because the armed forces would likely use higher-ended companies like Nighthawk. Anyway, just a possibility. Any thoughts?&lt;br /&gt;
&lt;br /&gt;
LINKS:&lt;br /&gt;
&lt;br /&gt;
* http://www.nighthawktactical.com/The_Enforcer.html&lt;br /&gt;
&lt;br /&gt;
* http://www.nighthawktactical.com/GRP.html&lt;br /&gt;
&lt;br /&gt;
--[[User:Blemo]] 22:45, 1 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That's a negative. The Nighthawk Enforcer is basically a Kimber Warrior without the rail, and the rail wasn't the only thing that made the Kimber Warrior a misidentification. The Novak sights are different, and it has a flat top strap across the slide. As far as the military using &amp;quot;higher end companies&amp;quot; They usually buy what's most cost effective and not necessarily best quality, and since Nighthawk Custom makes.... custom firearms, I doubt they'd have a contract that would be cheap, or at least cheaper than competitors. It's still a Professional. --[[User:Yournamehere|Yournamehere]] 02:51, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see. --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:39, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It definitly has those grips though, that was the first thing I noticed. It might not be an Enforcer, but it has the same grips.&lt;br /&gt;
Here (in tan):&lt;br /&gt;
&lt;br /&gt;
link: http://www.nighthawkcustom.com/detail.aspx?ID=133#&lt;br /&gt;
&lt;br /&gt;
Oh and thanks Blemo for bringing this up anyway because I've been trying to put together an airsoft replica of this 1911 for a while, and now I've finally got those damn grips, couldn't find 'em anywhere. I also put together the M4 SOPMOD the S.A.S. use in game as my primary, which makes me Captain Price :D&lt;br /&gt;
&lt;br /&gt;
EDIT: You guys think it could be this one, a Springfield Armory Loaded? Just add the grips I linked above, I'm pretty sure it's exactly the same otherwise.&lt;br /&gt;
&lt;br /&gt;
http://www.bullshooterssupply.com/store/images/springfield_armory_1911_a1_px9109lp.jpg&lt;br /&gt;
&lt;br /&gt;
EDIT 2: I used my not so amazing MS Paint skills to put this together for you guys (and me)&lt;br /&gt;
&lt;br /&gt;
[[User:Alex T Snow|Alex T Snow]] 06:32, 4 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It could be a customized Colt since the front sight does not seem to dovetailed into the slide--[[User:Jan|Jan]] 22:36, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the MS Paint image, Alex. =] Sadly, I'd hate to burst your bubble and say that the ejection port should not be as &amp;quot;shiny&amp;quot; as seen in this image. Plus, the coloration of the slide and frame should be darker. (although it may just be the lighting). --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:39, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I know, but the barrel, bushing, and trigger are some kind of &amp;quot;silver&amp;quot;, whether it be stainless, chrome, nickel-plated, though I'd say stainless the point is those parts are &amp;quot;silver&amp;quot; [[User:Alex T Snow|Alex T Snow]] 22:12, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
although more likely for Special Ops to be using Nighthawk's i dont think the designers at infinity ward no what they are. and on the topic of it possibly being an Enforcer model. All Nighthawks have Novak Sights besides the Dominator. and the Grips are easily replacable. so it could be any model from the GRP to the Enforcer to the Talon. [[User:Dirtdiver6421|Dirtdiver6421]] 23:14, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desert Eagles hammer down? ==&lt;br /&gt;
&lt;br /&gt;
Isn't the Desert Eagles hammer incorrectly down?&lt;br /&gt;
&lt;br /&gt;
Yes but so is the 1911's, and the rest once they've been fired. In the Modern Warfare universe all guns are double action only I guess. [[User:Alex T Snow|Alex T Snow]] 06:09, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M4 In-Game For Airsofters (Or Real Steel Guys Too I Guess) ==&lt;br /&gt;
&lt;br /&gt;
As with I'm sure a number of other people on this site, I airsoft. =D I've been working on a Captain Price kit for a little while, who, as you know, uses an M4 SOPMOD/Grenadier. The reason he uses both is because they're the same gun with and without the suppressor, for the sneaky and not sneaky parts. (And different optics, but his gun is probably supposed to have the same optics the whole time, I'd bet IW didn't want to make a different gun just for him, as most people wouldn't notice.) Because finding EVERYTHING to put together his M4 was a big pain, I'm going to put a list of parts here for anyone wanting to make the M4 and its versions in-game. This would also work for a real one too I would think, at least mostly. This is assuming the base gun is a normal, generic M4A1.&lt;br /&gt;
&lt;br /&gt;
M4A1 &amp;quot;multiplayer&amp;quot;:&lt;br /&gt;
*16&amp;quot; HBAR (no grooves) barrel&lt;br /&gt;
*Old style stock&lt;br /&gt;
*RAS&lt;br /&gt;
*Vertical foregrip&lt;br /&gt;
(Please note this one can't be made using an electric airsoft M4, well, it can, but there'll be nowhere to put a battery. You will need a gas airsoft one or a real steel one.)&lt;br /&gt;
&lt;br /&gt;
M4A1 &amp;quot;normal&amp;quot;:&lt;br /&gt;
*16&amp;quot; HBAR (no grooves) barrel&lt;br /&gt;
*Old style stock&lt;br /&gt;
*RAS&lt;br /&gt;
*Vertical foregrip&lt;br /&gt;
*PEQ-2 (on the front left)&lt;br /&gt;
*Tasco red dot scope&lt;br /&gt;
*The smallest gas block you can find&lt;br /&gt;
&lt;br /&gt;
M4A1 Suppressed:&lt;br /&gt;
*Same as the M4A1 &amp;quot;normal&amp;quot; except with a suppressor (go figure)&lt;br /&gt;
&lt;br /&gt;
M4A1 Grenadier:&lt;br /&gt;
*16&amp;quot; HBAR (no grooves) barrel&lt;br /&gt;
*Old style stock&lt;br /&gt;
*RAS&lt;br /&gt;
*M203 (9&amp;quot; rail mounted version)&lt;br /&gt;
*M203 leaf sight (on the front top)&lt;br /&gt;
*PEQ-2 (on the front left)&lt;br /&gt;
*EOTech 552 holosight&lt;br /&gt;
*The smallest gas block you can find&lt;br /&gt;
&lt;br /&gt;
M4A1 SOPMOD:&lt;br /&gt;
*Same as the M4 Grenadier except with a suppressor, and a Tasco QP22 reflex sight replacing the EOTech 552&lt;br /&gt;
&lt;br /&gt;
For Captain Price's M4 I'm combining the Grenadier and SOPMOD by having a suppressor and an EOTech 552, seems like the easiest way to solve the problem.&lt;br /&gt;
&lt;br /&gt;
I hope this list helps whoever needs it. :)&lt;br /&gt;
[[User:Alex T Snow|Alex T Snow]] 08:54, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The barrel on the M4 is 14.5&amp;quot;. The missing FSP just makes it look longer. [[User:Spartan198|Spartan198]] 05:21, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As much as everyone seems to think that, try putting a piece of paper up to your screen with the edge down the centre of the barrel of a 14.5&amp;quot; M4, a real one would be good. Mark off the back of the front sight/front of the RAS/Handguard, and, without moving it, mark where the flash hider starts. This distance will be the same as the length of the RAS/Handguard. Do the same thing to the COD4 M4 Info Picture and you'll find the barrel's longer. :) [[User:Alex T Snow|Alex T Snow]] 12:42, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AKS-74 ==&lt;br /&gt;
&lt;br /&gt;
Misinformation - as it is not portrayed in game. Removing&lt;br /&gt;
&lt;br /&gt;
How? It's pointed out that it is not in game and only on the poster. We have the Glock 17 on the Overkill and Last Stand perks, and the PPSh-41 that the statues hold, this isn't any different. [[User:Alex T Snow|Alex T Snow]] 22:37, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== G3A4 ==&lt;br /&gt;
Someone commented that this was an HK91 due to the lack of a paddle release on the magazine. Here's a picture of a player reloading it:&lt;br /&gt;
[[Image:G3-CoD4.jpg|thumb|none|600px|]]&lt;br /&gt;
I don't see much here so what do you guys think? - [[User:Kenny99|Kenny99]] 16:02, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Don't see one, look at the create a class picture, no paddle release there either. --[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 00:50, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well the reload animation acts like it DOES have a paddle release, so it supposed to be a G3A4 but the animation forgot about it, just like the trigger and guard for the M203 [[User:Excalibur01|Excalibur01]] 03:36, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seems like a HK91 to me.--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 15:03, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Image:COD4 - G3 proof.jpg|thumb|none|500px|]] --[[User:Milkovich|Milkovich]] 20:19, 31 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I saw that it is a HK91 even without looking at Milkovich's proof image. Missing paddle release can be seen on the image with tha reload on the page. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 02:01, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== The Javelin sight ==&lt;br /&gt;
&lt;br /&gt;
I posted this on the CoD wiki initially, but only on a talk page since they don't feature RL weapon info. When you're looking through the Javelin's sight, the display behaves...oddly. [http://callofduty.wikia.com/wiki/File:BogPar9_3.jpg The light on at the bottom] is supposed to be red and indicates &amp;quot;missile BIT failure,&amp;quot; according to the [http://www.globalsecurity.org/military/library/policy/army/fm/3-22-37/chap2.htm field manual]. The red CLU BIT failure light comes on when it's locking on, and the amber &amp;quot;missile not ready&amp;quot; flashes just before you fire. I'm not sure if this is just normal behaviour or the FM on GlobalSecurity is wrong (I'd defer to anyone who's actually used one of these things for that) or if they just had lights come on at random for visual appeal.  [[User:Vangelis|Vangelis]] 20:24, 5 March 2011 (MSK)&lt;br /&gt;
Also seems that Remaster is now more unrealistic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:03, 11 November 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== The M4A1 ==&lt;br /&gt;
&lt;br /&gt;
From Hitman: Contracts Talk page: &amp;quot;HOW the hell can the M4 in COD4:MW be an M4 if it has a 16&amp;quot; non-stepped barrel? I say that is an AR-15A3 with a full auto lower, if something like that can exist&amp;quot; (Stated by bozitojugg3rn4ut)&lt;br /&gt;
&lt;br /&gt;
Does anyone else agree? I do. - [[User:Mr. Wolf|Mr. Wolf]] 17:34, 24 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm thinking the AR-15A3 is the most likely, but at any rate, here are the differences between the COD4 M4A1 a real M4A1. 16&amp;quot; heavy barrel (non-stepped), M16A1 flash hider, original M4 stock, M16A1 pistol grip (in 3rd person, can't see it in 1st), and a KAC RIS. Also, being a civilian gun could explain why the selector is set to semi. [[User:Alex T Snow|Alex T Snow]] 20:10, 24 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::But the M4A1 in MW2 and MW3 have their selector switches set to semi too. :\ - [[User:Mr. Wolf|Mr. Wolf]] 22:02, 24 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Yeah... but there were so many other things in those games I just call that lazy. AUG with no rear sight... [[User:Alex T Snow|Alex T Snow]] 23:41, 24 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Which game? - [[User:Mr. Wolf|Mr. Wolf]] 18:12, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::MW2's AUG has no rear sight, an aftermarket rail-mounted front sight, and a 30 round magazine that holds 42 rounds. [[User:Alex T Snow|Alex T Snow]] 20:02, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::Aw, okay. Never played MW2 so I wouldn't know. - [[User:Mr. Wolf|Mr. Wolf]] 20:42, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::Don't, it will make you depressed :/ [[User:Alex T Snow|Alex T Snow]] 21:14, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Never planed too. :) - [[User:Mr. Wolf|Mr. Wolf]] 22:29, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::::This site's MW2 page has pics, they're enough [[User:Alex T Snow|Alex T Snow]] 00:13, 26 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Looks like this thread died... Bye Bye Thread. (P.S.: I still say that let's change it to AR-15A3. Will do it tomorrow if no one comes up with a good reason not to.) - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 15:20, 3 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
although not a solid reason i would just keep it. its not a big deal but for any onlookers there not going to understand it [[User:Dirtdiver6421|Dirtdiver6421]] 20:11, 3 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Or, they could learn what an AR-15A3 is :) [[User:Alex T Snow|Alex T Snow]] 20:38, 3 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
So am I the only one willing to write the barrel off as a modelling error and the rest as being due to the low-polygon third person model? [[User:The Wierd It|The Wierd It]] 09:46, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:If a modelling error makes one gun into another, then we cover it as the one the error made it into. [[User:Evil Tim|Evil Tim]] 10:21, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I've always insisted that the M4 in-game IS an M4 rather any other M16-based weapon, but I guess I was wrong and looking on the small details, it's a civilian AR-15A3. BTW, if talking about accuracies, have you noticed that the M203 mounted on the, eventually AR-15A3 :P, is actually the A2 version used for the M16A4, rather the A1? (noticed by the rail). I guess it ought be changed too :) --[[User:RaNgeR|RaNgeR]] 10:49, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Although if it was a 14-inch barrel I could almost argue it's a C8A1 fitted with an M4 carry handle. [[User:The Wierd It|The Wierd It]] 11:39, 5 October 2011 (CDT)&lt;br /&gt;
: Correction; [http://www.coltcanada.com/c8-page.htm C8A2] with M4A1 carry handle and M16A1 pistol grip; the A1 doesn't have the heavy barrel. [[User:The Wierd It|The Wierd It]] 12:58, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::If you measure the length of the rail system, and then the length of the barrel in front of the front sight of this &amp;quot;M4&amp;quot;, you can tell for sure it has a 16 inch barrel. I'm still thinking it's supposed to be the [http://www.coltcanada.com/sfw-page.htm C8SFW], the barrel's straight instead of stepped, but still 16 inches, one of the few with a standard 16 inch barrel. And 90% of the time you see a picture of the SFW, it has a KAC RIS. Oh, and it IS what the SAS use in real life as well, makes it more likely. Wow, this has got the be one of the hardest guns to identify... [[User:Alex T Snow|Alex T Snow]] 18:43, 5 October 2011 (CDT)&lt;br /&gt;
:::I really think you are giving the devs too much credit here with the appropriateness of the C8SFW for the SAS, especially as they call it an M4. There are quite a few Colt variants that have a 16&amp;quot; barrel as standard, the carbine sporter and LE variants. These would also be much more prevalent in the US for the developers to get a look at to base their weapon off of. The only distinguishing features of the C8SFW is the profile of the barrel and rupper pad on the butt, both of which are absent from this weapon.  --[[User:Commando552|commando552]] 19:21, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:You're forgetting the original style M4 stock, that's pretty important. [[User:Alex T Snow|Alex T Snow]] 20:49, 5 October 2011 (CDT)&lt;br /&gt;
::That is literally a 2 second job to change, and as I said before the SFW has a chunky rubber pad on the butt, which the game gun doesn't. Unlike the gun we have pictured for the site, AR15A3s can also have the fiberlite stock [http://www.expertoutfitters.com/index.php?main_page=product_info&amp;amp;cPath=22_62&amp;amp;products_id=197]. All of this is assuming it is a Colt rifle at all, for example it is a match for a [http://www.fulton-armory.com/fariflecal556mmupruniversalprecisionrifle-3-2-2-1.aspx Fulton Armory Classic M4], but that really is opening up a can of worms for something that probably only has a 16&amp;quot; barrel due to poor scaling of the 3rd person model.  --[[User:Commando552|commando552]] 05:13, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
I see your point, but a rubber stock pad is as much a part of the gun as rail mounted optics, it's really not. Let's just go with the AR-15A3. The 16&amp;quot; straight barrel and old style stock are the most notable features, and it has both. [[User:Alex T Snow|Alex T Snow]] 05:36, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna bump the image sizes up to 600px, is that okay? - [[User:Mr. Wolf|Mr. Wolf]] 22:03, 7 November 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:Sounds fine to me :) [[User:Alex T Snow|Alex T Snow]] 23:05, 7 November 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Inaccurate Recoil Info ==&lt;br /&gt;
&lt;br /&gt;
In the HK91 (G3) section the one photo says something along the lines that: ''Although firing a larger cartridge than the AK-47, the G3 is inaccurately depicted as having less recoil than the AK.'' The game is actually relatively correct that the G3 has less recoil than the AK, because the AK is a 6-7lb rifle firing full auto, and the G3 is a 10-12lb semi-automatic battle rifle firing a caliber (7.62x51 NATO) that really isn't that much more severe than the AK (7.62x39 Russian). --[[User:Ranger12|Ranger12]] 11:18, 8 November 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:Sounds right to me [[User:Alex T Snow|Alex T Snow]] 16:22, 8 November 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
::Actually AKs usually weigh 8 lbs (stamped steel) or 10 lbs (milled steel), G3s weigh 9 lbs (G3A3) or 10 lbs (G3A4), plus real G3s are semi &amp;amp; full-auto (the one in-game is a HK91) and most people say it has a good kick like any other 7.62 NATO rifle. - [[User:Mr. Wolf|Mr. Wolf]] 17:05, 8 November 2011 (CST)&lt;br /&gt;
:::A G3 still has more recoil than an AK-47. Although the G3A4 is heavier (only by one or two hundred grams when both are fully loaded thanks to the &amp;quot;sturdy&amp;quot; AK magazine), the NATO round has quite a bit more energy than the 7.62x39. Did a (very) quick calculation and came out a loaded G3 having approximately double the recoil kinetic energy of a loaded AK-47.  --[[User:Commando552|commando552]] 17:17, 8 November 2011 (CST)&lt;br /&gt;
:::::Mmmmm sorry it really doesn't. I have a Saiga .308, which in the way I have it configured, weighs 10lbs loaded. The Saiga 7.62x39, which weighs 7lbs loaded, recoils as much as or more than the .308. Also, there are other factors being left out here. For one, the G3 is roller delayed recoil operated, which soaks up about 80% of the recoil alone. The AK is gas piston operated which soaks up only about 60% of the recoil. Another factor is the bullet itself. .308 tends to just &amp;quot;shove&amp;quot; your shoulder, whereas a 7.62x39 delivers a quick punch. (If you have shot these calibers you know exactly what I'm talking about). Lastly, a G3 has an 18&amp;quot; barrel, which offers more velocity to the .308 cartridge than the 16&amp;quot; barrel does to the 7.62x39, therefore calculations on velocity/energy vs recoil won't be accurate because it isn't a direct comparison. (you would need to compare 16&amp;quot; to 16&amp;quot; barrels, and as a rule of thumb, every inch different from the published velocity of a certain ammo adds or subtracts 50 fps for every inch added or removed). --[[User:Ranger12|Ranger12]] 18:28, 8 November 2011 (CST)&lt;br /&gt;
::::::The only factors I took into account were the muzzle velocity of the particular firearms, the weight of the bullet, the weight of the gun, and Newton's third law. In order for the world not the fall apart, the G3 definitely recoils with more energy than an AK-47. The exact manner in which it transfers this energy is a different matter. I can't say definitely as haven't shot them back to back, but I would agree that a G3 is more ''comfortable'' than an AK-47, but if you were to lay them both on a frictionless table and pull the trigger, the G3 would slide backwards faster than an AK-47. I have also shot a G3 full auto, and it is pretty damn hard to stay on target.  --[[User:Commando552|commando552]] 19:13, 8 November 2011 (CST)&lt;br /&gt;
::::::::Theoretically, you would be right. However the roller delayed blowback system significantly slows down the cycling of the gun and requires much of the recoil to operate the bolt, thereby reducing '''felt''' recoil. Technically, yes the G3 does have more recoil, but because of the operating system, you don't feel it nearly as much as on an AK. Don't get me wrong, it's one heck of a gun to control, however because of the type of action, the type of caliber, rounds per minute, and so on, the recoil on a full auto AK will be much worse than a semi-auto G3. Are we all cleared up? Thanks --[[User:Ranger12|Ranger12]] 19:46, 8 November 2011 (CST)&lt;br /&gt;
:::::::::Maybe recoil is the wrong word here, the MP5 (in-game at least) has tons, but that's not what we mean. What we're talking about is muzzle climb, or vertical recoil, not factoring recoil back into your shoulder, because you don't really see that in a game. [[User:Alex T Snow|Alex T Snow]] 19:48, 8 November 2011 (CST)&lt;br /&gt;
I still think the statement should be deleted because it obviously isn't true. Alex, I'm pretty sure it's safe to call muzzle climb &amp;quot;recoil&amp;quot; because in the game, that's what recoil is depicted as. If we want to switch out everything we talked about to muzzle climb, well it still would be wrong. In game, it's the same thing. --[[User:Ranger12|Ranger12]] 19:58, 8 November 2011 (CST)&lt;br /&gt;
:To be honest I haven't played the original Modern warfare, so have just looked up some videos of the G3 firing and it has ridiculously low recoil, its like a .22LR. Even if you click the mouse so fast it replicates full auto, there is zero muzzle climb. In real life, even if we are just talking about muzzle climb, in my experiencing a G3 firing on full auto has a lot more climb than an AK-47 firing on full auto. As for the operating systems absorbing recoil, I don't know where you are getting numbers like 80% from (so you think a G3 has 20% the recoil of a bolt action 7.62?) but no operating system can get rid of recoil energy (with the exception of turning negligible amounts of it into sound and heat) it will just change the way it is distributed over time. The bolt on an AK-47 is heavier due to the piston being attached, which meant that it might have a harder &amp;quot;kick&amp;quot; within the recoil when the bolt hits the rear, but the G3 has a possibly softer but much more sustained push, which will typically cause more muzzle climb. An analogy would be that you can push someone and punch someone with the same amount of energy, and they will be knocked over by the push but the punch will hurt more. I don't see anything untrue about the statement as it stands, but if it bothers you, get rid of the reference to the AK as it is unnecessary, and just change it to saying that the G3 has much lower recoil than it should creating zero muzzle climb even with rapid fire. --[[User:Commando552|commando552]] 06:31, 9 November 2011 (CST)&lt;br /&gt;
::I totally get what your saying. Those numbers I got are approximations from strictly my observations only. I own AK's and have shot CETME's along with dozens of other firearms, sometimes back to back. In full auto, yes. I 100% agree with your statement (although it would probably be considerably less of you were shooting prone or from a bipod). As for shooting it out of a bolt action, yes, shooting .308 out of a bolt action is at least 2x as hard on your shoulder than if you shot it out of a semi-auto. It may not be 80%, but you have to remember the other factors than just the operating system.&lt;br /&gt;
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::I also agree that the depicted recoil may be less than it should be, however, given weight, operating system, caliber, caliber gunpowder burn type (pretty technical but it plays in), gun weight distribution, etc. its pretty safe to say that the semi auto G3 will have less recoil than the full auto AK. Maybe not as less recoil as depicted, but less recoil nonetheless. --[[User:Ranger12|Ranger12]] 07:42, 9 November 2011 (CST)&lt;br /&gt;
:::I think the difference is that I'm comparing a full auto G3 to a full auto AK-47, whereas you are talking about a semi auto G3. I don't think this is a fair comparison though (which is suppose is a reason to get rid of or change the phrase in question, not because it is false but because it isn't a fair comparison), as any full auto rifle would have more perceived recoil and muzzle climb than a semi auto. A better comparison would be for a single shot from either gun, and in my opinion is that you would definitely feel more recoil from a single shot from a G3 as opposed to an AK-47.  --[[User:Commando552|commando552]] 09:51, 9 November 2011 (CST)&lt;br /&gt;
::::In short, I'll agree with that. There are other things to be factored in and bla bla bla, but in short, you've got it. Glad we could fix this. --[[User:Ranger12|Ranger12]] 10:50, 9 November 2011 (CST)&lt;br /&gt;
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== Revising the page ==&lt;br /&gt;
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Can I be the one to get the screen shots, I want one less page afflicted with your (Evil Tim) obsession with the number 400. It may take me a while (need to get a new copy of the game (didn't own an actual copy) and I will be addicted to Skyrim and BF3 on top of that), hope you can wait Tim and ignore this page like how I ignore your pages (jk! &amp;gt;:P).  I'm a merican, I do not like your 400px weapon images of &amp;quot;order&amp;quot; and you will never understand my &amp;quot;disorder&amp;quot;, because you're not an operator, you wouldn't understand. &amp;lt;br&amp;gt; - [[User:Mr. Wolf|Mr. Wolf]] 01:02, 26 November 2011 (CST)&lt;br /&gt;
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:Well, look at this page ''now'' and you can see a demonstration of different image sizes making things look messy. [[User:Evil Tim|Evil Tim]] 03:05, 26 November 2011 (CST)&lt;br /&gt;
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::I'm not talking about the caps, screen caps '''should''' be 600/500px, I'm talking weapon images. - [[User:Mr. Wolf|Mr. Wolf]] 21:46, 26 November 2011 (CST)&lt;br /&gt;
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:::No, I mean the page is an excellent large-scale demonstration of how messy it looks when there's no standard image size. Incidentally, the way I took my caps for MW3 was to get it on Steam (which has a built in screencapping function by pressing F12) and then use Setpoint to stick F12 on one of my spare mouse buttons. I currently have a Steam copy of MW since I &amp;quot;pre-ordered&amp;quot; MW3 (by thirty minutes, and 6 hours ''after'' it was released in stores here) so I might have a head start :D [[User:Evil Tim|Evil Tim]] 02:41, 27 November 2011 (CST)&lt;br /&gt;
:Well, the only thing that needs to be replaced are the weapons screenshots. - [[User:Kenny99|Kenny99]] 11:43, 27 November 2011 (CST)&lt;br /&gt;
::Yeah, the only thing that needs to be changed is basically the entire page. I can't believe we still have Gamespot and IGN watermarks and a picture of someone's TV screen for the Desert Eagle. Also, Kenny, the images you're uploading are nice, but gameplay images are better than model viewer images. Let's try and build this page out of images of what the game looks like while someone's actually playing it. EDIT: There, that's a few uploaded just as a demonstration. [[User:Evil Tim|Evil Tim]] 11:53, 27 November 2011 (CST)&lt;br /&gt;
:::Just a note, you're going to have to be quick with this, this page is so incredibly horrible I'm fighting the urge to overhaul it immediately. [[User:Evil Tim|Evil Tim]] 12:45, 27 November 2011 (CST)&lt;br /&gt;
::::I won't mess with it while you guys are changing it, but seriously, it's MacTavish. Mac. Not Mc. He is Scottish after all. [[User:Alex T Snow|Alex T Snow]] 17:33, 27 November 2011 (CST)&lt;br /&gt;
:::::Must admit I hadn't checked the spelling. Nevermind, the series makes it clear the entire population of the British Isles are actually Scottish so maybe Soap is one of the English kind of Scottish. [[User:Evil Tim|Evil Tim]] 21:07, 27 November 2011 (CST)&lt;br /&gt;
::::::Mac as opposed the Mc has nothing to do with whether he is Scottish or not. The voice actor is Scottish and his name is McKidd. Mc is just an abbreviation of Mac (used to be written as M'c) and is a personal preference thing. The thing about Mac being Scottish and Mc being Irish is a myth, you find both forms in both places.  --[[User:Commando552|commando552]] 03:46, 28 November 2011 (CST)&lt;br /&gt;
:::::::Good to know, I didn't mean to generalize. :/ Well, there's Soap and MacMillan who are Scottish, but Price, Gaz/Ghost/Wallcroft, and most of the other SAS members in this and MW3 are English if I remember correctly. [[User:Alex T Snow|Alex T Snow]] 13:46, 28 November 2011 (CST)&lt;br /&gt;
::::::::I've been told that in real life there are proportionally more Scots in the SAS than there should be. If you live in a country where the thistles are waist high and nobody's invented trousers, you're going to toughen up a bit I suppose.  --[[User:Commando552|commando552]] 15:54, 28 November 2011 (CST)&lt;br /&gt;
:::::::::Hahahahaha very true :) [[User:Alex T Snow|Alex T Snow]] 18:20, 28 November 2011 (CST)&lt;br /&gt;
::::::::::I would know, I have Scottish ancestry. :D - [[User:Mr. Wolf|Mr. Wolf]] 19:12, 28 November 2011 (CST)&lt;br /&gt;
:::::::::::Cool :) [[User:Alex T Snow|Alex T Snow]] 01:07, 29 November 2011 (CST)&lt;br /&gt;
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== Not an AK-47 ==&lt;br /&gt;
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The game gun is not based on an AK-47 as it has a stamped upper and lower receiver. However it lacks the AKM dimple, so my guess would be that it is actually based on a [[AK-47#Romanian_WASR|WASR-10]]. The rivets are in slightly the wrong place though, and it has a random plate stuck on the side behind the handguard so might be something else, but at the very least I think it should be labelled as an [[AKM]] variant.  --[[User:Commando552|commando552]] 13:00, 29 November 2011 (CST)&lt;br /&gt;
:You know these guys, it's probably based on some Airsoft hybrid like the &amp;quot;AK-74U&amp;quot; was. [[User:Evil Tim|Evil Tim]] 13:02, 29 November 2011 (CST)&lt;br /&gt;
::Just noticed as well that it has the AK-47 type front sight, so it is either based on something obscure, a custom, airsoft, or imagination.  --[[User:Commando552|commando552]] 13:05, 29 November 2011 (CST)&lt;br /&gt;
:::I think &amp;quot;most likely based on an Airsoft gun&amp;quot; is probably the best bet for the article. We know they do that, and it's vastly more likely than that they picked an obscure AK variant. [[User:Evil Tim|Evil Tim]] 13:12, 29 November 2011 (CST)&lt;br /&gt;
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::::I agree. Saying most likely based on an airsoft gun is best, if only to avoid confusing everybody :/ [[User:Alex T Snow|Alex T Snow]] 16:07, 29 November 2011 (CST)&lt;br /&gt;
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Is it possible that &amp;quot;AK-74U&amp;quot; in [[Battlefield 2#AKS-74U|Battlefield 2]] was based on Airsoft hybrid too? [http://images.wikia.com/battlefield/images/1/1d/BF2_AK-74U.png Its image] --[[User:Masterius|Masterius]] 08:02, 12 April 2012 (CDT)&lt;br /&gt;
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:Yep, that's the same as the COD4 one except for the 74U stock and 5.45mm magazine. [[User:Alex T Snow|Alex T Snow]] 12:43, 12 April 2012 (CDT)&lt;br /&gt;
::It is slightly different as it has the correct stamped receiver as opposed to the milled one on the COD4 gun along with the above differences. --[[User:Commando552|commando552]] 13:10, 12 April 2012 (CDT)&lt;br /&gt;
:::Good catch :) [[User:Alex T Snow|Alex T Snow]] 14:38, 12 April 2012 (CDT)&lt;br /&gt;
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== Price is Price's grandson ==&lt;br /&gt;
While I agree it was most likely a joke at first, as MW Price became such an important character and so well liked they must've felt they had to clear this up and someone from IW (from the model department no less) said that he is his grandson. [[User:Alex T Snow|Alex T Snow]] 01:56, 15 December 2011 (CST)&lt;br /&gt;
:It's never officially stated in the games themselves if they're even related, just an informal interview. Doesn't really dignify including it. [[User:Evil Tim|Evil Tim]] 02:46, 15 December 2011 (CST)&lt;br /&gt;
::Okay :/ [[User:Alex T Snow|Alex T Snow]] 09:38, 15 December 2011 (CST)&lt;br /&gt;
:::Plus we know from Price surviving being shot in the head, Macmillan surviving a helicopter falling on him, Zakhaev being fine after having his arm blown off in the middle of nowhere, Petrenko surviving due to being handed a Russian flag and Ghost TOTALLY NOT BEING GAZ that death in the CoD universe works on the honour system. [[User:Evil Tim|Evil Tim]] 17:16, 15 December 2011 (CST)&lt;br /&gt;
:::: When'd he get shot in the head? [[User:The Wierd It|The Wierd It]] 17:28, 15 December 2011 (CST)&lt;br /&gt;
:::::Fairly sure that was where Zakaev shot him at the end of 4. [[User:Evil Tim|Evil Tim]] 19:13, 15 December 2011 (CST)&lt;br /&gt;
::::::[http://www.youtube.com/watch?v=PAENNWtb0DU Nope], he shoots another similarly dressed guy in the head, Price is the one that slides the pistol over after this point. Price's fate is initially ambiguous, as you see a Russian soldier attempting CPR.  --[[User:Commando552|commando552]] 19:20, 15 December 2011 (CST)&lt;br /&gt;
::::::Yeah, that was Gaz that Zhakaev shot in the head, not Price. Also, not trying to ignite an argument about it, but having the same voice actor doesn't make Gaz and Ghost the same person. Going by that logic, Naomi Hunter and Emma Emmerich from the MGS franchise must be the same person because both were voiced by Jennifer Hale, and Resident Evil's Leon S. Kennedy and Specter the SEAL from the SOCOM games must be the same person because both were voiced by Paul Mercier. [[User:Spartan198|Spartan198]] 19:24, 15 December 2011 (CST)&lt;br /&gt;
:::::::Well sure, but neither of those died only to be replaced by a character called ghost wearing a skull mask he never takes off. It's pretty obviously supposed to be a joke rather than him actually being undead Gaz, but still. [[User:Evil Tim|Evil Tim]] 19:50, 15 December 2011 (CST)&lt;br /&gt;
:::::Undead Gaz sounds like something Treyarch would try. Anyway, I read the Ghost comic book series, and he has his own backstory. It's just weird they'd bring in Craig Fairbrass to do the role again, he has such a distinctive voice. --[[User:Funkychinaman|Funkychinaman]] 22:21, 15 December 2011 (CST)&lt;br /&gt;
::::::He's also in MW3, voicing Wallcroft, who was in this :) [[User:Alex T Snow|Alex T Snow]] 01:56, 16 December 2011 (CST)&lt;br /&gt;
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== C8 Link Help :( ==&lt;br /&gt;
I don't know how to link things to places part way down pages, so could someone fix the red C8 link in the AR-15A3 section? [[User:Alex T Snow|Alex T Snow]] 02:57, 9 February 2012 (CST)&lt;br /&gt;
:The correct markup is PAGENAME#SECTIONNAME [[User:Evil Tim|Evil Tim]] 06:28, 9 February 2012 (CST)&lt;br /&gt;
::Thanks :) [[User:Alex T Snow|Alex T Snow]] 18:41, 9 February 2012 (CST)&lt;br /&gt;
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== M21 Scope ==&lt;br /&gt;
Can anyone ID the M21's scope? I'm not very good with rifle scopes.&lt;br /&gt;
[http://images1.wikia.nocookie.net/__cb20120119193148/callofduty/images/3/33/M21_4.png Here], [http://images1.wikia.nocookie.net/__cb20100717003122/callofduty/images/d/d5/M21-.JPG here], [http://images1.wikia.nocookie.net/__cb20110604031102/callofduty/images/0/08/M21Desert.png here], and [http://images3.wikia.nocookie.net/__cb20120122190016/callofduty/images/7/75/Woodland_M21_CoD4.png here]. [[User:Alex T Snow|Alex T Snow]] 20:54, 13 June 2012 (CDT)&lt;br /&gt;
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:I believe it is a Leupold scope of some sort, maybe a Mark 4 as seen fitted on many other sniper rifles. --[[User:RaNgeR|RaNgeR]] 06:06, 14 June 2012 (CDT)&lt;br /&gt;
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::Thanks! That narrowed it down enough, and I think I figure out exactly what it is, the [http://www.leupold.com/tactical/products/scopes/mark-4-ert-riflescopes/mark-4-6-5-20x50mm-ert-m5-front-focal/ Leupold Mark 4 6.5-20x50mm ER/T M5]. Yes, that ''is'' as short as Leupold names come. The rear end seems to be enlarged in game, most likely something to do with the scoping-in animations working properly, and the whole thing is also mirrored. [[User:Alex T Snow|Alex T Snow]] 10:36, 14 June 2012 (CDT)&lt;br /&gt;
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::Well, then, glad to be at your service, M8 :) --[[User:RaNgeR|RaNgeR]] 11:49, 14 June 2012 (CDT)&lt;br /&gt;
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== Thing On Price's Vest ==&lt;br /&gt;
Not really firearm related, but does anyone know what the small round object is on the chest part of Price's vest? It's beside the flag patch. [[User:Alex T Snow|Alex T Snow]] 16:38, 2 July 2012 (CDT)&lt;br /&gt;
:I can't find any good images of it right now so can only see that it is round, but would guess that it is a PTT radio switch of some sort. The quintessential one that has been seen used by the British SAS is the [http://www.selex-comms.com/internet/localization/IPC/media/docs/ct401.pdf Selex CT401 Audio Harness].  --[[User:Commando552|commando552]] 17:57, 2 July 2012 (CDT)&lt;br /&gt;
::A PTT, that makes sense. And the one you linked is probably the same one :) [[User:Alex T Snow|Alex T Snow]] 02:35, 6 July 2012 (CDT)&lt;br /&gt;
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==Removal of guns from Main Page==&lt;br /&gt;
In my case (I wasn't the original remover) I re-removed the Glock entry and put it here on the talk page because I didn't think it a legitimate entry - The entry stated the gun only appears in those icons, which in my view doesn't constitute a real 'appearance' in-game, unlike the statues and posters in the game with the other weapons (and even those are debatable to some). One reference I make is the page for the original [[Half-Life]] - the shotgun icon shows an Ithaca &amp;quot;Stakeout&amp;quot; shotgun but no such weapon appears elsewhere in the game. As such, there is no entry for that weapon. There '''is''' a mention of it on the page, but no individual listing because again, outside of that one icon, the weapon is not in the game at all. Same thing here. I also removed the last Kalashnikov entry for the same reason - it references a weapon in picture files but not even in the game itself. It is notable enough to make a mention, hence why I moved it to the Talk Page, rather than just do away with it completely. But again I don't think it warrants its own section. If an admin would weigh in, I'll certainly defer to them. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:19, 20 February 2014 (EST)&lt;br /&gt;
:I usually don't handle games, but if the AK doesn't actually appear anywhere, then it's hard to justify its inclusion here. As for the Glock, statues and the poster, I believe there is precedent for those. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 22:23, 20 February 2014 (EST)&lt;br /&gt;
:: If they're equated the same, then fine by me. Sorry for the extraneous edits. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:25, 20 February 2014 (EST)&lt;br /&gt;
:::I'm okay with the 74u being moved to the talk page, I suppose it doesn't really count. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:29, 20 February 2014 (EST)&lt;br /&gt;
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== M2H in &amp;quot;Charlie don't surf&amp;quot; ==&lt;br /&gt;
The MG outside the level is a MG42 not a M2 i think. [[User:Nintendow131|Nintendow131]] 21:47 21 April 2014 (EST)&lt;br /&gt;
:It has the MG42 icon but is definitely the M2HB from the technical seen earlier as shown by the blocky reciever.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:41, 22 April 2014 (EDT)&lt;br /&gt;
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== Inaccurate use of the RPD ==&lt;br /&gt;
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Please someone of the admins add that the use of the RPD by Russian Forces is inaccurate, since it was replaced by the [[PKM]] (or the PKP Pecheneg). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:13, 1 May 2014 (EDT)&lt;br /&gt;
:As is the AK-47, along with the USP and M21 for the SAS, and AR-15A3 and 92SB for the US, etc. There's lot of this in this game, I'm not sure it's worth pointing out for everything. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:52, 1 May 2014 (EDT)&lt;br /&gt;
:::Yeah, right, the [[HK417]] would make more sense than the M21. ''(EDIT: It can't be in the levels set in 1996, since the HK417 was made in 2005; the Acc. Int. AW could be put instead.)'' --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:40, 5 May 2014 (EDT)&lt;br /&gt;
::::They would be more likely to be using an accurised G3 variant (particularly when this game was made). The SAS did get some HK417s to supplement the old G3s, and they were also adopted by the SFSG when they needed a DMR. However, with the adoption of the L129A1 I believe the HK417 has been phased out with the SFSG and replaced, and wouldn't be surprised if the same has happened with the SAS/SBS. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:42, 5 May 2014 (EDT)&lt;br /&gt;
:::::These weapons (G3/L129A1) should be added to [[List of firearms used by British Armed Forces|this page]], then. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:50, 12 April 2015 (EDT)&lt;br /&gt;
::::::The G3 is already on it and the L129 hasn't appeared in any media yet to warrant its inclusion. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 09:56, 13 April 2015 (EDT)&lt;br /&gt;
:::::::The G3KA4 carbine version is on it, but I think C552 was talking about a longer-range variant (that might have to be included in the sniper/DMR section), wasn't he? And regarding the L129A1, [[:File:LMT LM8MWS.jpg|a variant of it]] does appear in media, so we can add info about it (we're ok with spare images on talk pages). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:19, 13 April 2015 (EDT)&lt;br /&gt;
::::::::I don't think there being a variation of its base system seen in one movie is enough to warrant its inclusion. The [http://www.beretta.com/en-us/m9a3/ Beretta M9A3]] isn't on the [[Beretta 92 pistol series]] page for that same reason. There are 20+ more variants of the [[M1 Garand]], but they aren't included just because they're variations of the original M1. Just have some patience, the L129 will end up in a CoD or Battlefield title sooner or later. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:57, 13 April 2015 (EDT)&lt;br /&gt;
::Heck, the RPD makes some sense given the Second Russian Civil War, ostensibly both sides would make use of whatever old ComBloc arms they could find.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:42, 1 May 2014 (EDT)&lt;br /&gt;
:::Yeah, but it is a bit weird having it show up but not the PKM and RPK in greater quantities, since it's not like either of those is particularly new or hard to get hold of. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:28, 13 April 2015 (EDT)&lt;br /&gt;
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== USP ==&lt;br /&gt;
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The USP used in the Modern Warfare titles is the USP Tactical (as seen [http://img1.wikia.nocookie.net/__cb20120122131120/callofduty/images/7/7b/USP.45_menu_icon_CoD4.png here] and [http://img1.wikia.nocookie.net/__cb20120122130731/callofduty/images/9/9c/USP_.45_menu_icon_MW2.png here]), as evidenced by the longer barrel, not the standard USP. Please can someone unlock the page (as well as the MW3 page)? I don't think it is really needed to keep them protected. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:20, 4 August 2014 (EDT)&lt;br /&gt;
:The menu icon there what looks like both a longer barrel, and oddly a longer guide rod; it appears to just be an error with that picture, since IIRC there's no extended barrel in either the first person or third person models. MW2's USP, the second picture, is a different in-game model and I think it's the Tactical. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:25, 4 August 2014 (EDT)&lt;br /&gt;
::The page states that it actually has an extended barrel in CoD4, and I just tested it in MW2 and MW3, where it also has one. For some reason, the MW pages state that it is a standard USP with an incorrect extended barrel. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:50, 4 August 2014 (EDT)&lt;br /&gt;
:::The gun model lacks the &amp;quot;Tactical&amp;quot; markings on the slide and it has the standard USP rear sight rather than the adjustable one used on the Tactical which suggest that this pistol is actually a standard model with an extended barrel.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:05, 4 August 2014 (EDT)&lt;br /&gt;
::::That makes sense, but usually the CoD developers write anything they want on the gun markings. And the iron sights part isn't a big deal, since in MW3 (which page state the presence of both the standard and tactical variants) the tactical variant is shown with the iron sights of the standard USP. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:13, 5 August 2014 (EDT)&lt;br /&gt;
:::::Swapping in a threaded barrel is about on par with giving on original M16 a birdcage flash hider, it doesn't make it an A1. Markings &amp;gt; iron sights &amp;gt; threaded barrel [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:00, 5 August 2014 (EDT)&lt;br /&gt;
:::::I'm fairly sure what's going on with the old USP is it was originally modelled as a Mark 23 (as evidenced by the LAM unit) and they didn't take the extended barrel off when they reworked it as a USP. The extension is shorter than the one on the actual USP Tactical in MW3, and it doesn't have the other features one would expect of a USP Tactical. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:01, 28 September 2014 (EDT)&lt;br /&gt;
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I posted a comparison of the three on the MW3 talk page, in fact, here:&lt;br /&gt;
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[[Image:MW1-USP-2.jpg|thumb|none|600px|Standard USP in ''CoD4''. ''Barely visible'' barrel, slide says &amp;quot;(HK logo or something like it) USP .45 Auto.&amp;quot; This is a USP 45.]]&lt;br /&gt;
[[Image:MW3-Nottactical.jpg|thumb|none|600px|Standard USP from ''MW2'' in ''MW3''. Slide wording &amp;quot;(front cocking serration) USP .45 Auto.&amp;quot; Has ''very slightly'' visible projecting barrel. This is a USP 45.]]&lt;br /&gt;
[[Image:MW3-USPTac-1.jpg|thumb|none|600px|USP Tactical model. Slide says &amp;quot;USP Tactical .45 Auto,&amp;quot; has ''highly'' visible (and therefore longer) projecting barrel. This is a USP Tactical.]]&lt;br /&gt;
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This is also visible if you compare the third-person models: the USP Tactical in MW3 has a longer barrel. To compare the real guns:&lt;br /&gt;
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[[Image:Hk-usp45tac.jpg|thumb|none|400px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|400px|H&amp;amp;K Mark 23 - .45 ACP]]&lt;br /&gt;
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The smaller projecting barrel is pretty consistent with the Mark 23; that means it's an incorrect addition to the USP. Maybe if we didn't also have the Mark 23 LAM on the USP in the first game we could argue it was always supposed to be a USP Tactical, but with it we have a totally consistent reason for the differing barrel length in MW3 versus the other other two. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:18, 28 September 2014 (EDT)&lt;br /&gt;
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:So it's a standard USP45 with the barrel (end) and LAM of a Mk 23, makes sense. Also, the MW2 USP45 features the Mk 23's rear sight, which is rather odd since otherwise it's a copy-paste, aside from the light which I believe is the proper USP45 light (forget the name). And yes, the CoD4 one has the HK logo. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:42, 29 September 2014 (EDT)&lt;br /&gt;
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== kurzer 8cm Granatwerfer 42 ==&lt;br /&gt;
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Can somebody please add the link to this page? http://www.imfdb.org/wiki/Granatwerfer_42_Mortar ?? I cannot edit this sight, looks like it has been locked? -Hchris&lt;br /&gt;
:I just went to do that, but it's locked for me too. Who can help? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:25, 28 September 2014 (EDT)&lt;br /&gt;
::Done. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:30, 28 September 2014 (EDT)&lt;br /&gt;
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==P90 in Ukraine is Anachronistic==&lt;br /&gt;
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Very heavily so. In the near-future timeline set forth in ''Mw3'', both missions in Pripyat take place in 1996; the FN P90 TR didn't even ''exist'' until 1999, and finding them in the hands of random dirt eating terrorists at the ass-end of nowhere seems a bit far-fetched (not to say its appearances elsewhere aren't possible, if highly implausible). However, on top of that, the game itself never gives any indication as to when these missions take place; assuming, as most of us probably did, it takes place in the year it came out (2007), that means the mission in question took place in 1992, just a year after the factory standard P90 even entered production. Worth noting?--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 23:23, 11 August 2015 (EDT)&lt;br /&gt;
:That and the G36C was not around in 1996 either, although the setting of a fictional Russian civil war post Soviet collapse might mean a lot of small arms developed at a faster rate?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:34, 12 August 2015 (EDT)&lt;br /&gt;
::Yeah, the P90 TR's anachronism is worth mentioning. Regarding the date, the MW3 flashback to Pripyat reveals it to be 1996. The date was even somehow implied in CoD4 when Price said in a cutscene &amp;quot;a decade&amp;quot; after the Chernobyl disaster, which occurred in 1986. &amp;lt;strike&amp;gt;Btw AgentGumby don't forget to sign your posts.&amp;lt;/strike&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:13, 12 August 2015 (EDT)&lt;br /&gt;
:::Yeah, the Pripyat missions are 1996 and the story proper is 2011. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 12 August 2015 (EDT)&lt;br /&gt;
::::I don't think you could use the civil war as the reason, since it wasn't happening yet in '96 in Call of Duty's timeline, it was just an arms deal. Price's voiceover implies the conflict has only just started in 2011. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:19, 13 August 2015 (EDT)&lt;br /&gt;
:::::The Ultranationalists are shown disposing a lot of Loyalists corpses in the vehicle graveyard, so I figured the conflict was going on prior to 2011.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:58, 13 August 2015 (EDT)&lt;br /&gt;
::::::I don't think they were Loyalists in the Civil War sense; MacMillan notes they had eliminated the men they couldn't buy out, so it seems to just be good old fashioned arms dealing and such. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:11, 13 August 2015 (EDT)&lt;br /&gt;
:::::::Can someone unlock the page so it can be done, or make the edit? It's currently locked. Also, we might want to mention the &amp;quot;remaster&amp;quot; IW is doing in the page's description. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 12:17, 9 May 2016 (EDT)&lt;br /&gt;
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==M16A4==&lt;br /&gt;
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The [[:File:M16A4withANPEQ&amp;amp;ACOG.jpg|image with KAC M5 railed handguard]] should be added in addition to the one with A2 handguard, since that's the actual first-person model when not using the M203. I was also thinking at first if we add [[:File:M16A1wA2Handguards.jpg|the one for the M16A1 with A2 handguard]] regarding the third-person model, but the problem is that the model probably still has the A2 fixed stock (used on the real M16A4), so here I don't know. By the way does the page still need to be indefinitely sysop-protected? It was only done due to an edit warring that happened almost two years ago. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:45, 14 December 2015 (EST)&lt;br /&gt;
:That doesn't look like a KAC M5. There's no cutout at the front for the M203 mount.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 16:48, 7 May 2016 (EDT)&lt;br /&gt;
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==CoD4 Remastered==&lt;br /&gt;
Is it me, or they changed the AK-47 model to that of an AKM in the remastered version? (as seen in the recent Crew Expendable gameplay video) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:45, 17 July 2016 (EDT)&lt;br /&gt;
:I honestly can't tell those sorts of AK features at a glance, but I ''can'' tell you the M4 now has an LE stock instead of the older C7-style stock, an M203 cut in the barrel (though it still looks like a 16&amp;quot; to me), and very notably a front sight. Also, the USP's hammer is now cocked, and the M4 Grenadier's EOTech 552 is one of those newer, smaller EOTechs. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:29, 17 July 2016 (EDT)&lt;br /&gt;
::Neither can I confirm if it is really an AKM, but one sure thing is that the weapon now has a stamped receiver. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:11, 17 July 2016 (EDT)&lt;br /&gt;
:::[http://www.youtube.com/watch?v=KLw4ytBsZfU Here's] some interesting stuff. In addition to the AKM, the game now features an actual AKS-74U (with still an underfolding stock though) instead of the 7.62x39mm shortened abomination from before, as well as a genuine M4A1 (with the selector correctly set to full-auto) instead of AR-15A3. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:38, 4 September 2016 (EDT)&lt;br /&gt;
::::That RPD is sexy, I just wish there was a more contemporary RPK variant and a Makarov.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:04, 4 September 2016 (EDT)&lt;br /&gt;
:::::I'd have also wished things like that (as well as an AK-74M), but nah, as of now they chose to keep same weapons with still the same incorrect names like AK-74u and M4 Carbine. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:11, 4 September 2016 (EDT)&lt;br /&gt;
I like how the hammer on the Deagle isn't properly cocked. At this point i wonder if game devs have some agenda against cocked hammers and fire-selectors being in the correct position.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:55, 4 September 2016 (EDT)&lt;br /&gt;
:The weird thing is the new USP model has its hammer cocked. I where the M1911's hammer will end up, as it was half-cocked in the original. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:49, 4 September 2016 (EDT)&lt;br /&gt;
::Drift0r has another video where he uses the M1911 at the end, it has a properly cocked hammer now. It looks it might be different from the Springfield PX9109 model.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:36, 4 September 2016 (EDT)&lt;br /&gt;
::: Honestly i was expecting the Desert Eagle to have its current production picatinny rails, same for the MP5N and not its wide tropical handguard, kinda dissapointed in that aspect but everything else looks great, imma just get this one since IW seems to follow Black Ops 3 mechanics and i prefer MW trilogy over BO so call me weird if you want.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 10:34, 5 September 2016 (EDT)&lt;br /&gt;
::::I found the other weapon modeling change: almost all weapon, the actual modeled bullets in the magazines. M9, now correctly modeled with cocked hammer and finger support trigger guard. Mini Uzi, the mysterious fingerprint are now removed. P90 and G36C, the bullets in the magazines are actually disappear. --[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 13:08, 6 September 2016 (EDT).&lt;br /&gt;
:::::That I really like, bullets actually disappearing in clear mags [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:24, 6 September 2016 (EDT)&lt;br /&gt;
::::::I also found the LMG's reload animation change. Like in BF4's PKP, Remastered reload animation has the charging handle pulled last rather than at the start of a reload in original.--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 16:17, 6 September 2016 (EDT) &lt;br /&gt;
I think they also replaced most of the sounds of the guns to a different game. From the video, they guy claims some of the gun sounds like the Desert Eagle is from MW3, which is more beefier. Which I don't have a problem with. And interesting to see the AKS74U with an under folder stock instead of the correct side folder. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 09:57, 6 September 2016 (EDT)&lt;br /&gt;
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Damn, even ''I'm'' impressed with this remaster. Weapon world models actually look like skilled modeler made them, as opposed to the original game's models looking like they were drawn by an untalented 5 year old. Shame that the M203 still isn't scaled right, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:35, 6 September 2016 (EDT)&lt;br /&gt;
I'm not too impressed so far, some of the animations are sorta crap, the gas block on the M16 still dissappears when you mount an optic on it. That uncocked hammer on the Deagle is seriously annoying, the hammer on the RPG is also uncocked, the AK is still not an actual AK47 (wububb) or maybe it is idk.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:24, 6 September 2016 (EDT)&lt;br /&gt;
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:Really? Well, that sucks. My level of impressed just went down drastically. But then again, I've only looked at screenshots rather than gameplay videos. It's not as if I was going to buy it, though. The arcadey gameplay was what turned me off to CoD and I highly doubt it will ever change. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:16, 6 September 2016 (EDT)&lt;br /&gt;
::[https://www.youtube.com/watch?v=FYf7K8fDhv0 This video] shows off a low profile gas block on the M16 (at least on the world model), praise be to Eugene Stoner. AK looks like an AKM given the slant muzzle brake, but that makes more sense anyway.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:35, 6 September 2016 (EDT)&lt;br /&gt;
That low-profile gas block is ''real'' nice.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:36, 7 September 2016 (EDT)&lt;br /&gt;
:It still baffles me as to why they do that in shooters. In one of the betas for Battlefield 3, they actually had you using a standard M4 with a fixed front sight post with an EOtech over it I think but then they changed it. Something to do with perspective changes for objects in a game. I just think gamers have problem with seeing the front sight post int front of their optics. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:54, 7 September 2016 (EDT)&lt;br /&gt;
::No, they didn't. Front sight post is still present with the EOTech in BF3, at least in single player. It wasn't present with an ACOG, though, which is kind of half right because in reality the magnification [http://i342.photobucket.com/albums/o434/moose00015/P1020667.jpg blurs it out to the point where it's ''almost'' invisible]. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:51, 8 September 2016 (EDT)&lt;br /&gt;
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As stated above, the LMG's charging handle is pulled after changing belt box instead of before like it used to. However, it is still pulled even if the belt box wasn't empty. Isn't this incorrect/impractical? Or it should be done this way due to the functionality of belt-fed open-bolt machine guns? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:58, 7 September 2016 (EDT)&lt;br /&gt;
:Sauce on this? I've only seen the M60, which is the same as it was in 2007.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:23, 7 September 2016 (EDT)&lt;br /&gt;
::at 5:00 https://m.youtube.com/watch?v=QEpiEF5wX38--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 12:16, 7 September 2016 (EDT)&lt;br /&gt;
:::&amp;quot;Sauce&amp;quot; lelelelelel--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:41, 7 September 2016 (EDT)&lt;br /&gt;
::::Lol didn't know that they made an exception for the M60. Anyway, the full reloading animation of the RPD is [http://www.youtube.com/watch?v=8Emcn6o52Ac here] at 4:54. And per my question above, does anybody know what's the correct way to cock the weapon? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:48, 7 September 2016 (EDT)&lt;br /&gt;
:::::There isn't really any correct way on most open bolt weapons. For belt fed machine guns, it can be [https://youtu.be/GfJkU4Sah8I?t=48 both] [https://youtu.be/vdpdD71a8cs?t=217 ways] as far as I've seen. For a mid-magazine reload, you shouldn't need to rack the bolt and forth.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:00, 7 September 2016 (EDT)&lt;br /&gt;
::::::On most machine guns there is a correct way, but it is totally dependent on the weapon. An FN MAG can be done both ways, an M60 has to be cocked before you load a belt, and an RPD has to be cocked after the belt is in. As for whether the bolt needs to cycle after a partial reload, you wouldn't have to for an M60 but I think you might for the RPD to lock the first round on the belt into the right place (so in this case you would have to remove the current belt, dry fire the gun, load a new belt and cock the bolt). As for non belt fed open bolts it generally doesn't matter, it is how the particular belt feed works on a weapon that makes it a complicated issue.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:27, 10 September 2016 (EDT)&lt;br /&gt;
:::::::Thanks man; then in this case the M60's reload remaining the same as in 2007 is correct. Btw it means that there's a lot of belt-fed LMGs (in the CoD and BF series) to check on whether their reload/cocking operations are correct or not, lol. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:59, 10 September 2016 (EDT)&lt;br /&gt;
::::::::Emm... apparently [http://youtu.be/UAIByp3l2Bc?t=470 that guy] cocked the RPD before the belt is in. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:10, 13 December 2016 (EST)&lt;br /&gt;
:::::::::Due to how that is edited, we do not know for sure when he cocked the gun. The cocking isn't shown on camera in a continuous shot with it being fired so it could have been before of after. From most stuff I have seen the action is cocked after a belt is inserted, as cocking the bolt back is what moves the belt into the correct position to strip the first round off of the belt. If you look [https://youtu.be/3vGbL45_qVs?t=6m57s here], [https://youtu.be/oSJPK5vtqJ8?t=2m30s here], [https://youtu.be/GsCytQvqapM?t=1m58s here], [https://youtu.be/SvOMGasmTa8?t=42s here], or [https://youtu.be/3eQP2ogsrt4?t=42s here], all of these guys seem to cock it after loading the belt, and in most cases (where the angle allows) you will see that the belt or starter tab moves through the action as the bolt is pulled back. If the bolt wasn't pulled back after the belt was loaded, there would be no round in line with the chamber. It may be that the guy in the video you posted is effectively skipping a step by putting the second round on the feed pawls so that there is a round in line with the chamber, but I am fairly sure this isn't how you are meant to load it and I imagine it would have a higher likelihood of something going wrong. I have actually fired an RPD years ago and I believe I charged the bolt after it was loaded with a belt. However, if I remember correctly I didn't open up the feed tray and just pulled the belt through the action by the starter tab so this may be different to what you can do with the feed tray open.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:41, 13 December 2016 (EST)&lt;br /&gt;
::::::::::Yeah, I should have mentioned initially that it isn't a continuous shot. Maybe when he was about to fire again, he noticed that he forgot to pull the bolt and didn't show this in the final editing :P who knows. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:14, 14 December 2016 (EST)&lt;br /&gt;
I don't know if anyone noticed it but the screen gets stained in blood if you kill someone with the knife, similar to some of the MGS games, could also get bloodier if you shoot  from close range, since it's basically the same results just saying.. but nice little detail if you ask me.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:47, 7 September 2016 (EDT)&lt;br /&gt;
I'm also wondering when you look down the EOtech, will it take up the whole screen like in the original or less like in the later editions [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:07, 9 September 2016 (EDT)&lt;br /&gt;
:[http://www.thefirearmblog.com/blog/2016/08/09/eotech-fails-epiclly-best-thing-owners/ This will happen]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:16, 9 September 2016 (EDT)&lt;br /&gt;
::The Beretta has the correct model now, that's all I care about. :) Also, MP5 selector switch still pointing at a wrong angle :( [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] ([[User talk:Bozitojugg3rn4ut|talk]]) 14:34, 10 September 2016 (EDT)&lt;br /&gt;
:I'm expecting the EOTech to work like it does in later games. Remember, the reason it took up the whole screen back in the day was because it was the singleplayer equivalent of the ACOG, same (incorrect) zoom with none of the idle sway. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 15:31, 22 September 2016 (EDT)&lt;br /&gt;
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After watching some of the footage that are out now, I really wished they put new gun models instead of just retexturing the older looking guns. Some are ok, but after getting into guns, the M4 with the weird red dot and no front sight or back up irons is just...weird. They could have added guns from the later COD games for the hell of it. In Ghost, they finally gave us a SIG handgun. Could of went back and give all the SAS guys SIGs. They could have just pulled the M4 model from MW2 or MW3 for shits. I really hope when I look down the sights of an EOtech for this game, it doesn't take up the entire screen. That was one thing I was glad they fixed in MW2 and beyond. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 18:04, 3 October 2016 (EDT)&lt;br /&gt;
:Gonna disappoint ya bubba but the EOtech still takes up the whole screen.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:54, 3 October 2016 (EDT)&lt;br /&gt;
::I know. I've been playing it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]])&lt;br /&gt;
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==Always red dots in modern warfare==&lt;br /&gt;
A particular trend I noticed starting with MW is pretty much all shooters need to give the play some kind of optic, either a red dot or something. Even in time periods where there shouldn't be a proliferation of red dots, we see red dots. Like COD Black Ops. It's like game developers and even fans of today's shooters can't live without red dots on their weapons. Going back to this game, the time it came out even the SAS still used plain MP5s with no sights on them and tons of Marines and soldiers deployed did not have optics of any sort on their rifles, yet in this game for the majority of playthrough, your starting weapon most likely has some sort of optic aside from the SAS missions with the MP5. It's always kinda bothered me how that trend translated into gaming and even with the release of Battlefield 1...we see very primitive optics like scopes on rifles that didn't have them back in WWI. As if the developers are so used to optics, they can't imagine a time when they didn't exist or not common. COD Black Ops is so guilty of this that they had to created shit for the M16 type rifles like completely removing the carrying handles to model mounts almost as if they were half assing models from previous games but because the size difference isn't right, they couldn't just mount shit on top of the carrying handles. It was only on a promotional poster for Black Ops where I see the shorty M16 with the old Colt scope on the carrying handle and also...incorrect magazine counts. Would it kill these developers to have accurate ammo count. MW2 had a SCAR-H with 30 rounds and Black Ops had the 20 round M16 mags with full 30 rounds...like the developers are afraid to limit the players with period accurate weapons. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:26, 5 October 2016 (EDT)&lt;br /&gt;
:That's something that irks me about BF1, that you have stuff such as those wonky sights, but also super rare and low production firearms being widely used. It's cool to see some of those guns (such as the Mondragon rifle) for the first time in a game (or media for that matter) but the fact that guns such as the Nagant and the french service rifle (whatever it was called) are locked behind DLC is just dumb. Why are super rare weapons more common in the game than the damn Nagant?!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:41, 5 October 2016 (EDT)&lt;br /&gt;
::I think developers don't like old timey guns that are slow bolt action. They want fast firing guns. Why you think the cover character has an SMG with a high cap mag and a pistol that fired more rounds than most guns in a standard sized mag? For an action game, apparently slower working rifles and revolvers must not be appealing to testers or something. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:36, 5 October 2016 (EDT)&lt;br /&gt;
:::To be fair to this game, if you google &amp;quot;US soldier 2007&amp;quot; about 99% of them have optics on their rifles, either Aimpoints or ACOGs for the most part. Also, SAS MP5s would probably also have optics in 2007, or at the very least they would have those front sight mounted lasers which have been standard on SAS MP5s and MP5Ks since the early 90s. The reason that the SAS held off with optics on their MP5s is because they were not used in a role where they believed optics would be that useful. The majority of the time they used point shooting (with the held of a flashlight) due to the fact that they expected to be in the same room as the target and it is hard to get a good cheek weld wearing older style respirators so any sights were seen as unnecessary. Thats why they used the MP5KA1/5 variants with the useless tiny irons, as they weren't intending on using the sights anyway so they were just in the way. Hell, sometimes they didn't even bother with a stock on their MP5s just using the sling loop end cap so that gives you an idea as to the ranges they used the MP5s at. Thinking has changed somewhat since the 80/early 90s though.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 5 October 2016 (EDT)&lt;br /&gt;
::::Don't forget the game is set in 2011, too. Whereas BF3 had Marines running around with M16A3s, carry handle and all, set in 2014....On a somewhat related note, has the SAS ever been seen in the &amp;quot;black kit&amp;quot; from the Iranian embassy siege in more recent times?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:08, 5 October 2016 (EDT)&lt;br /&gt;
:::::I have seen them in the flesh during a training exercise in the black kit in (I think) 2010. Standard issue was MP5s with Aimpoints, lasers and flashlights, some guys had MP5KA1s with the same, and marksmen had custom G3KA4 based rifles and Accuracy Internationals. Most of them has SIG pistols of some sort, but strangely one of them had a USP. Apparently the USP was the standard pistol in the SAS for a period, and this guy liked it so carried one even though it had been phased out (long before this guy would have joined up, so I assume they are all sitting in an armoury still and you just help yourself). The clothing and equipment itself is totally different to the &amp;quot;classic&amp;quot; kit, its all modular armour vests, helmets with integrated comms, NVGs, all the cool toys. I am not sure if they actually still wear the black kit now though, last time they were seen in the UK [https://www.thesun.co.uk/wp-content/uploads/2016/05/2858019.main_image.jpg this] is how they were equipped, with multicam and L119A2 carbines. EDIT: Looks like they do still wear the black overalls ([http://www.gearsoc.se/download/file.php?id=1764&amp;amp;mode=view], [http://i.imgur.com/kloApYG.jpg], [http://i1291.photobucket.com/albums/b548/ChrisStrawson/P1040138_zpserl3lmdh.jpg], [http://i.imgur.com/ZftoqzP.jpg]), unfortunately it looks like their gear colour coordination has gone to shit. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:06, 5 October 2016 (EDT)&lt;br /&gt;
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I'm only nitpicking because the Marines I'm friends with had joined back in 2005 when I was about to graduate high school and they showed me photos of them with the vast majority without optics of any kind of their rifles. Maybe it just bothers me with the no front sight post or any iron sights when you have a red dot attachment on your rifles in this game  [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 13:59, 6 October 2016 (EDT)&lt;br /&gt;
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==M203==&lt;br /&gt;
[[File:M203 CoDMWR.jpg|thumb|none|600px]]&lt;br /&gt;
The M203 still lacks the trigger guard in the Remastered version (fuck), but aside from that, is it also an airsoft version akin to the original CoD4? I uploaded this screencap two months ago to show if it is, but now there are other screencaps on the main page either way. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:28, 6 November 2016 (EST)&lt;br /&gt;
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Hard to tell in that pic, but the M16 definitely is. It shouldn't have an M203 groove in the barrel like that. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:36, 6 November 2016 (EST)&lt;br /&gt;
:I think he was talking about the M203, which I think we could just chalk up to a goof with the modeling and scaling as I'm not sure that there are any airsoft M203s that have the traditional barrel mount. As for the M16A4, I don't believe that it was an airsoft gun that was used for modeling as a) I've been looking at airsoft M16A4s for the past few months, and none have the M203 groove, and b) I believe that the modelers likely made the M4 model first, and then made an M5 RAS, and stuck the M4 barrel model on the end, which is something that I have seen before on M16 models. Also, I'm going to edit that bit about the M4/M16 gas block on the main page, gameplay footage shows that a lowpro Gas Block is used when mounting optics.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 12:43, 11 November 2016 (EST)&lt;br /&gt;
::You get Airsoft M203s that have the standard barrel mount, but when they have this they are pretty much indistinguishable from a real launcher. Although I would agree that in this case it is just that they stuck the M4 barrel on the front of an M16 length handguard, there are actually Airsoft replicas that have the M203 step on the barrel. [[Media:WELL M16A3.jpg|This one]] is an A1 rather than A4 receiver, but have also seen it on ones with flat top receivers. You tend to only find it on REALLY cheap crappy spring replicas, and the reason they do it is that there in only a thin inner barrel that runs the full length and the part of the barrel that is ahead of the handguard is just a cosmetic sheath, and they use the same one as they use on M4 type guns.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:01, 11 November 2016 (EST)&lt;br /&gt;
:::Consequently, I think we'll keep it ID'ed as an airsoft M203, because when equipped on the M4A1 it has a RIS mount with noticeable knobs (look [[:File:Codmwr Colt M4A1 holding 2.jpg|here]]), though it's not visible on the M16A4. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:34, 11 November 2016 (EST)&lt;br /&gt;
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== Here we go with the low profile gas block BS again... ==&lt;br /&gt;
There's ''nothing'' in any of the given M4 screencaps to prove there's a low-profile gas block. Face it, they just simply removed the front sight post again and the attempts to explain and defend its absence are pitiful. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:29, 11 November 2016 (EST)&lt;br /&gt;
:But the third-person model shows the rifle with one, doesn't it?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:59, 11 November 2016 (EST)&lt;br /&gt;
::[[File:MWRlowprofilegasblockproof.jpg|thumb|none|600px]] Au contraire, it looks like they ''made the M4/M16 great again''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:59, 11 November 2016 (EST)&lt;br /&gt;
:::For as lazy as new-IW kept proving themselves to be for Ghosts, they're certainly doing a lot to impress me just with a remaster of an existing game now. I was honestly expecting them to just take the original models and slap on textures that look about the same but nevertheless require a much larger system footprint for no reason (I'm still not sure how they've managed that in every game since Ghosts). We're definitely going to need to grab our own shot of it, though - the only shot we have that would show off the low-profile gas block has it obscured by a laser aiming module. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 21:08, 11 November 2016 (EST)&lt;br /&gt;
::::Raven Software did the remaster, not Infinity Ward.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:12, 11 November 2016 (EST)&lt;br /&gt;
:::::Well that'd explain a thing or two then :V [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 02:01, 12 November 2016 (EST)&lt;br /&gt;
Okay, a shot that actually ''proves'' there's a low profile gas block this time around, even if it does look like a basic FSP with the actual sight post sawed off. Appreciate that, Gumby. Still, though, the front sight post [http://img.photobucket.com/albums/v706/Whorif/Airsoft%20Guns/M4%20M16%20ARs/22b90cbf.jpg~original doesn't obstruct optics] as much as some people make it out to. And through an ACOG, [http://i342.photobucket.com/albums/o434/moose00015/P1020667.jpg~original it's barely a blur]. So I don't quite understand why they didn't just put it on and leave it on. On a side note, it looks in the screenshot above like they put a Sampson rail handguard on it instead of the KAC one. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:56, 12 November 2016 (EST)&lt;br /&gt;
:yeah, I'm the one who put the gas block thing in, as I'd seen that shot in a gameplay video. Anyway, I get what you're saying about the handguard, looks like the vents don't go far enough back, but Samson rail handguards don't usually have delta rings or circular holes, or am I wrong?--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 11:08, 12 November 2016 (EST)&lt;br /&gt;
::Some Sampson rails, like the [http://www.samson-mfg.com/product/STAR-DI.html STAR DI], do make use of the delta ring, but you're right about the vent holes. The overall shape of it is more Sampson-ish than KAC to me, though. Personally, considering how the game is set in 2016 and it's 2016 now, I think they should have just Block IIed things up. RIS IIs, Elcans instead of ACOGs, the whole shebang. If you look up pics of MARSOC, that's mostly what they're using now. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:33, 15 November 2016 (EST)&lt;br /&gt;
:::at the risk of coming off really nitpicky, COD4 is set in 2011; MW2 is set in 2016. Although I wish more was done in this remaster instead of just rehashing the Halo Anniversary method. Marines riding in Blackhawks from LHDs is triggering.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:23, 15 November 2016 (EST)&lt;br /&gt;
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== MWR cut weapons ==&lt;br /&gt;
&lt;br /&gt;
Apparently there are quite a few weapons left in the files of the Remaster, including some sort of Saiga-12, MW2's PP2000, Striker, M240, FAL, Anaconda, and the Black Ops Galil: &lt;br /&gt;
http://imgur.com/a/sNi1b#6klDbvS&lt;br /&gt;
:There are rumors that some of these might be added to the game as DLC. And what about signing your post? :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:54, 16 November 2016 (EST)&lt;br /&gt;
I'm hoping they leave MWR as it is (bar extra maps) and instead add these (and more) into IW instead --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:27, 16 November 2016 (EST)&lt;br /&gt;
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Why the fuck the FAL is dubbed with a XM-LAR?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:47, 11 January 2017 (EST)&lt;br /&gt;
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Mhmh maybe they are planning a Remastered of MW2? The Saiga would be good instead of the Stryker.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:50, 5 February 2017 (EST)&lt;br /&gt;
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== New Guns ==&lt;br /&gt;
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The Original G3, The Original M14, The Broken Original AK47, and more Guns is in MWR.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 19:07, 13 December 2016 (EST)&lt;br /&gt;
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:To expand on this, a recent update added &amp;quot;Weapon Kits,&amp;quot; which are basically skins for guns that cosmetically change the various parts of the weapon. For example, the Battleworn weapon kit for assault rifles gives each weapon a weathered appearance, most notably removing the receiver cover of the AKM, giving the G3 a full wooden stock and furniture, and doing the same for the M14. Each weapon kit has a different theme going on for each. The sniper rifle weapon kit gives each rifle &amp;quot;tactical&amp;quot; body kits, the shotgun weapon kit gives each shotgun the appearance a of competition shotgun, etc. I'll try to see if I can get any good pictures. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:35, 14 December 2016 (EST)&lt;br /&gt;
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::Thanks for explain--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:29, 14 December 2016 (EST)-&lt;br /&gt;
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Well not all users/visitor of site got PS4/XB1/PC and game so uploading pics isnt a bad idea.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:42, 11 January 2017 (EST)&lt;br /&gt;
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==M14==&lt;br /&gt;
[[File:CoD4-OldSchool-M14M21.jpg|thumb|right|300px|Both lack a fire-control lever in third person]]&lt;br /&gt;
The Remastered version shows an actual M14 (having a SOCOM 16-style length tho). However, in the original CoD4, is the lack of a bayonet lug a powerful version enough to identify it as an M1A? Even if it uses a modified version of the M21's model, I think the presence of a selector switch in first-person outweighs the absence of a bayonet lug, and thus it might be better to identify it as an M14 (or maybe an M14/M1A hybrid), shouldn't it? (With that in mind, are some real M14s seen without bayonet lugs?)&lt;br /&gt;
&lt;br /&gt;
That said, the M14 and M21 both lack a selector switch in third person (easily seen in Old School FFA), so the M1A would still be mentioned in the page (for both cases; the in-game &amp;quot;M21&amp;quot; has a bayonet lug, which is possible on an M1A). For instance, I think the M1A image on the CoD4 page should be replaced by one showing [http://i144.photobucket.com/albums/r178/fragout2000/Pic%20set%202010/SANY1252.jpg this variant].&lt;br /&gt;
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Any ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:17, 20 November 2016 (EST)&lt;br /&gt;
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:I'd go for it, just say that the original M14/M21 don't model the fire selector in third person giving some coincidental resemblance to the M1A.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:13, 7 February 2017 (EST)&lt;br /&gt;
::The fire selector is the more important feature over whether or not something is an M14 rather than the bayonet lug, so as these seem to have the selector I would go for calling it an M14 or M21 rather than a Springfield. As for the selector being missing in the 3rd person models, its absence is one of the smaller problems with those models so I would assume that this is more of a modelling expediency rather than it genuinely being modelled off of a different gun. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:38, 7 February 2017 (EST)&lt;br /&gt;
:::Alright. And by the way, the M14 has a SOCOM 16-style barrel in both CoD4 and MWR. Can it be the case on a real M14 (swapping barrels or something), or this only goes for civilian and airsoft versions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:51, 7 February 2017 (EST)&lt;br /&gt;
Oh and on another note, that newly released FAL frankengun has a lot in common with [http://www.calguns.net/calgunforum/showthread.php?t=1121607 this stuff], not to mention its FN LAR-style rear sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:48, 8 February 2017 (EST)&lt;br /&gt;
:The new guns look like they've taken COD Online design cues for sure. I guess they are only available through  ̶s̶u̶p̶p̶l̶y̶ ̶d̶r̶o̶p̶s microtransactions?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 8 February 2017 (EST)&lt;br /&gt;
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== What's the deal with the Anaconda? ==&lt;br /&gt;
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Do they call it an Anaconda in game? Because it's clearly not an Anaconda in the rendering that was just posted. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:47, 16 February 2017 (EST)&lt;br /&gt;
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So I should use the in-game name for pic of game and not the real?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:50, 16 February 2017 (EST)&lt;br /&gt;
:Go with that is actually is, maybe a Taurus Model 44(?), and then mention that it's referred to as a Colt Anaconda. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:09, 16 February 2017 (EST)&lt;br /&gt;
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Someone that created the section said that is based on an Anaconda maybe supposing is model from MW2, in-game is referred as &amp;quot;.44 Magnum&amp;quot;, and 44 Magnum is that I wrote--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:24, 16 February 2017 (EST)&lt;br /&gt;
:I looked on the CoD wiki, and the gun the rendering doesn't appear to the same gun in the screenshot. BTW, please don't poach images from the CoD wiki. We don't like it when other wikis poach from us, so let's show some professional courtesy. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:52, 16 February 2017 (EST)&lt;br /&gt;
::It's always a Taurus. The FPS image currently on the CoD wiki shows the pre-release model found in the game files that kinda reused the MW2 model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:13, 16 February 2017 (EST)&lt;br /&gt;
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Well I dont own the remastered game so yes I admit i copied from CoD wiki.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:45, 17 February 2017 (EST)&lt;br /&gt;
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Look at [[Grand Theft Auto V]] page they use renders from gta wikia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:02, 17 February 2017 (EST)&lt;br /&gt;
:This doesn't really hold water, just because something was done wrong before doesn't give you the permission to do the same elsewhere. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:12, 17 February 2017 (EST)&lt;br /&gt;
::Erm, I'm not really following how that matters. Congrats for having useful pictures? I doesn't really make sense to do everything all over again on every single site, as opposed to sharing resources, especially when both are just wikis. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 12:17, 18 February 2017 (EST)&lt;br /&gt;
:::Thing it it's not the only reason. The other one (which I believe is more important) is that such images tend to be too much cropped and/or have transparency added. This isn't usually suitable on IMFDB, where we always favor full-res screencaps showing the weapons in question rather than cropped to only show the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 18 February 2017 (EST)&lt;br /&gt;
::::Ah, that makes sense then. I just thought it was a little silly to fight over the use of them when we're all really trying to do the same thing, but I do agree full screencaps are much better for here. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:20, 18 February 2017 (EST)&lt;br /&gt;
:::::If we can negotiate something between the CoD wiki admins and Bunni, then fine, but AFAIK, no agreement exists. I know how mad I was when I saw the caps I uploaded here elsewhere without being credited, I suspect others will feel the same. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 19:00, 18 February 2017 (EST)&lt;br /&gt;
::::::I've seen some of my [[Call of Duty 3]] screenshots on the Cod wiki, which I don't really mind other than some credit or a shoutout would be nice. What AnActualAK47 did on the M249 entry on the [[Payday_2#FN_M249_Para.28.2A.2A.29|Payday 2]] page seems fair to me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:28, 19 February 2017 (EST)&lt;br /&gt;
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== They added PKM ==&lt;br /&gt;
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Finally, but they could had add it to story mode.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:18, 15 March 2017 (EDT)&lt;br /&gt;
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==New &amp;quot;D-25S&amp;quot; in MW Remastered==&lt;br /&gt;
[http://charlieintel.com/wp-content/uploads/2017/03/C65ZWu3V0AEWQyt.jpg Here.] Any idea on what it is? Could be something like an F&amp;amp;D Defense FD338 or a Remington RSASS. Also, is it fine how the &amp;quot;XM-LAR&amp;quot; is currently described as an FN LAR with SA58 OSW handguard/charging handle and custom stock, or is it more complex than this? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:24, 15 March 2017 (EDT)&lt;br /&gt;
:Kinda looks like some version of the HK417 but with a left side charging handle.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:37, 15 March 2017 (EDT)&lt;br /&gt;
::I did think of the HK417A2 previously, but nah, aside from some components like the rounded trigger guard I doubt it is. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:40, 15 March 2017 (EDT)&lt;br /&gt;
:::On a side note, I think IMBEL just came out with a new IA2 carbine that's (coincidentally?) pretty close to the &amp;quot;XM-LAR.&amp;quot; http://www.thefirearmblog.com/blog/2017/04/13/imbels-new-7-62x51mm-ia2-carbine-rifle/ --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:27, 13 April 2017 (EDT)&lt;br /&gt;
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I get H&amp;amp;K G28 vibes from it, personally.--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 09:44, 16 March 2017 (EDT)H3nry8adger1982&lt;br /&gt;
:I'm seeing an HK417 combined with an RSASS or something of that sort.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 10:36, 16 March 2017 (EDT)&lt;br /&gt;
::Raven Software gotta love making frankenguns. Anyway while some parts are reminiscent of the HK417, I think the final verdict could actually be an F&amp;amp;D Defense FD338 with a Geissele Super Modular Rail HK handguard and a an AK-74/AR hybrid style muzzle brake (somebody else pointed out the latter details to me). Among the weapons we've mentioned in this section until now, the D-25S's operation (left-side bolt locking back, etc.) and the stock &amp;amp; upper receiver seem to match the FD338 the most. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:17, 18 March 2017 (EDT)&lt;br /&gt;
It's a RSASS.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:48, 18 March 2017 (EDT)&lt;br /&gt;
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::I dunno, I'm thinking this is an amalgam gun. The rail and overall coloration makes me think G28, the stock is straight off of the RSASS, but the RSASS comparisons end there. The grip is too rounded, plus the RSASS doesn't have such a round trigger guard. The barrel is really weird, it has a Mk 12 Mod 0 style break, then has a A2 flashhider screwed on. I'm thinking it's another amalgam gun like the FAL, taking parts from many other standard DMR AR rifles to make...that thing. -- [[User:PaperCake|PaperCake]] 13:59, 18 March 2017 (EST)&lt;br /&gt;
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Well, we are all 100% that is a AR-15 style... why we dont put a damn pic and say &amp;quot;Unidentified AR-15''? PS for me look like a HK417 style rifle.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:23, 19 March 2017 (EDT)&lt;br /&gt;
:Funny how the name could be inspired by the Remington R25. Coincidence? To make it similar to the D-25S we could have a Remington R25 Gen II with a Magpul PRS stock, but nah nevermind, the R25 GII's receiver is kinda different with buit-in trigger guard, and it has a rear-mounted charging handle. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:32, 20 March 2017 (EDT)&lt;br /&gt;
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I think the most accurate description is a frankenrifle made from the FD308 upper receiver matched with HK417/G28 parts (handguard, lower receiver and 10-round 417 style magazine, and G28 style paint finish) and a stock resembling the Magpul PRS.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:01, 28 March 2017 (EDT)&lt;br /&gt;
:Lol didn't know there was a .308 version of the F&amp;amp;D rifle. Anyway I agree with this, in addition to the custom handguard &amp;amp; muzzle brake as I mentioned above. Also funny how the charging handle resembles [http://polycount.com/discussion/170714/quicksilver-industries-wildebeest-rifle-dmr-sr that fictional design]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:18, 28 March 2017 (EDT)&lt;br /&gt;
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This fictional design remind me of the son of WA2000 and a P90.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:53, 28 March 2017 (EDT)&lt;br /&gt;
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:Looks partly based of the FAL. With the charging handle of the British L1A1 SLR variant. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 19:29, 6 April 2017 (EDT)&lt;br /&gt;
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I just found out what the D-25S supposed to be. It is suppose to be the SR-25. It was going to called the DMR-25. I look up the gun, and I found the SR-25--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 22:20, 10 April 2017 (EDT)&lt;br /&gt;
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==Someone might have noticed this...==&lt;br /&gt;
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I thought i must have shared this and looking at the wooden targets you shoot in F.N.G, it seems they are holding UMP .45s.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:10, 6 April 2017 (EDT)&lt;br /&gt;
:[[File:MWR Targets FNG.jpg|thumb|none|600px]]&lt;br /&gt;
:That looks right. As long as it doesn't turn out to be some kind of [[Heckler &amp;amp; Koch MP5/10|MP5/10]] or MP5/40 (knowing what Raven Software usually does regarding weapons lol), then yeah we can add a UMP section to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:55, 8 April 2017 (EDT)&lt;br /&gt;
::Why exactly do you think that this is a UMP as opposed to it being an MP5, as seen in the foreground of this same image? You can barely make out any details of the weapon, but one of the few that you can is the fact that it has a round cocking tube located above the barrel like on the MP5 rather than the UMP where it is a more seamless part of the receiver with a blockier shape. The front sight also looks more like an MP5 one, and the rear sights look like they are an MP5 dioptre rather than the simpler UMP flip rear sight. As for the magazine, it is pretty hard to tell from the angle but to me this looks curved rather than straight.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:19, 8 April 2017 (EDT)&lt;br /&gt;
:::What 'e said, MP5. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:39, 8 April 2017 (EDT)&lt;br /&gt;
::::So my doubts were true after all lol; I was gonna mention the front sight, which is a good giveaway. We could benefit from a good quality screencap about this though, to confirm the curvature of the magazine, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:57, 8 April 2017 (EDT)&lt;br /&gt;
:That's one big ass MP5 then, unless its the weaponlight one.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:52, 8 April 2017 (EDT)&lt;br /&gt;
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== Bos14 (New Gun Coming to MWR) ==&lt;br /&gt;
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[[File:IMG 2873.JPG|thumb|none|600px]]&lt;br /&gt;
MWR are adding the new Bos14, and new attachments. What is this gun? Is that the TAR-21?--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:53, 10 April 2017 (EDT)&lt;br /&gt;
:no. it's [http://www.thefirearmblog.com/blog/wp-content/uploads/2016/04/12928233_262257300775966_6436946132702067534_n.jpg this].--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:13, 10 April 2017 (EDT)&lt;br /&gt;
Thanks--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 22:18, 10 April 2017 (EDT)&lt;br /&gt;
::Yeah, the Bos14 model looks pretty much like that bullpup SCAR; one of the main differences is the position of the charging handle. Some discussions on Reddit mentioned the resemblance to the &amp;quot;AKBP&amp;quot; (AKU-94) model from Raven Software's previous game CoD Online; while this Bos14 isn't the same weapon, it does have a similarly designed carrying handle/rail system. Also, not sure why they had to put &amp;quot;MK31 MOD1&amp;quot; (a torpedo's name) on the side of the weapon.&lt;br /&gt;
::On another note, regarding the D-25S, the magazine well indicates that it's chambered in .308, as I've added to the main page. From what I've read, 7.62mm ammo fits into .308 Winchester chambers (while for the opposite isn't the case), so I guess it can be considered correct for it to share ammunition with the 7.62x51mm rifles in-game, eh?&lt;br /&gt;
::--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:40, 13 April 2017 (EDT)&lt;br /&gt;
:::From what I've heard, they're dimensionally interchangeable, but the headspacing can be a bit iffy when putting .308 into 7.62mm chambers, so it's generally not advised; the other way around doesn't really pose many issues. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:50, 27 April 2017 (EDT)&lt;br /&gt;
::::If I remember correctly, the cartridges are actually the same length, but the 7.62x51mm chamber is looser than the .308. The brass is also thinner on the .308, which when combined with this looser headspace can led to case ruptures. It is also possible that the .308 cartridge is greater pressure (there is potentially more room due to the thinner brass) but I vaguely remember hearing that this isn't necessarily the case as the two pressures are measured at different points with a different method so they are not actually comparable. Either way, 7.62x51mm in a .308 is definitely fine, and to be honest I imagine that most .308 in a 7.62x51mm gun would be as well, as the headspace difference isn't that much and probably falls within the machining tolerances for a lot of firearms. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:15, 27 April 2017 (EDT)&lt;br /&gt;
:::::I was going to mention the pressure difference, but that bit about different measurement methods is new to me. In any case, a quick double-check to make sure I remembered right shows me that SAAMI does consider the two interchangeable, even if it's probably meant primarily in the context of loading the military round into a civilian gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 19:25, 27 April 2017 (EDT)&lt;br /&gt;
::::::Yeah it considers them interchangeable, though [http://www.all4shooters.com/en/Shooting/technics/Winchester-308-762x51-Nato-calibers/?p=2 this] states that it's not really recommended to use .308 rounds in a 7.62x51mm chamber. On a similar topic though, SAAMI states that firing 5.56x45mm from a .223 Remington chamber is unsafe. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:19, 28 April 2017 (EDT)&lt;br /&gt;
:::::::Yeah, .223 versus 5.56mm is the opposite issue from .308 versus 7.62mm, the military round is loaded to higher pressures than the civilian one. I've heard most manufacturers &amp;quot;idiot-proof&amp;quot; their .223 rifles by making them strong enough to handle the military round just in case, but still. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 20:08, 28 April 2017 (EDT)&lt;br /&gt;
Well, that [http://pbs.twimg.com/media/C-1pbMiWAAQu6Rg.jpg BOS14] got released two days ago (should we mention it directly as a bullpup SCAR? in 5.56x45mm tho). We also have the [http://pbs.twimg.com/media/C-1pb31XsAAeeQf.jpg Prokolot], which is pretty much an Arsenal Strike One but with diagonal serrations (akin to the HK VP9 and the like). Finally, the [http://pbs.twimg.com/media/C-1pbhwW0AQD5CI.jpg Fang 45]: while the first thing that came into my mind was a FAMAE SAF (with a different trigger guard and a modified handguard akin to the SAF-200 variant), it actually seems to resemble the POF PSG 9mm; it also has a UMP45/UMP40 style magazine. Thoughts? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:59, 4 May 2017 (EDT)&lt;br /&gt;
:There's also a worn MP5 weapon kit based on [https://s-media-cache-ak0.pinimg.com/originals/b5/39/80/b53980603d7e9421ff7027ae694372d6.jpg this] that looks absolutely awesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:51, 9 May 2017 (EDT)&lt;br /&gt;
::I haven't seen the in-game appearance, but the image that you linked? [http://i.imgflip.com/ghppq.jpg This] is my reaction. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:13, 10 May 2017 (EDT)&lt;br /&gt;
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Prokolot seemsto mean ''Pierce'' in РУССИАН which imply that is based on a AP Russian pistol for sure the Stryke One is semi-russian so I think is right.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:09, 4 May 2017 (EDT)&lt;br /&gt;
:::Also, I've seen a claim that the LRC-2 long range conversion kit for the real Strike One allows it to fire in bursts, but it's apparently not the case (not 3-round burst or something; it seems it was intended to mean practical burst firing or something), I think it's only available in semi-auto/full-auto. But even without having this specific kit mounted, there's an available adapter that allows the base Strike One to fire in full-auto, am I correct? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:30, 11 May 2017 (EDT)&lt;br /&gt;
::::I don't know anything about an &amp;quot;adapter&amp;quot; that allows the Strike One to fire in auto, but there is a select fire full auto variant of it called the AF1-R. This is totally independent of the LRC-2 conversion, and can be used in the kit or as a standalone pistol, and the standard semi-only pistol will fit in the LRC-2. [https://www.youtube.com/watch?v=QklyPYf0H_U Here] is a promo video from Arsenal showing it being used both standalone and in the LRC-2. I don't know if this variant was ever really produced though or if it was essentially just a prototype.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:15, 11 May 2017 (EDT)&lt;br /&gt;
:::::Ah, nice info, I was trying to look up regarding what specific variant of the Strike One is full-auto. I checked [http://www.youtube.com/watch?v=9-yOEP0oLnk this video], but apparently the adapter info was only about the long range kit itself. The variant shown in the kit in this video was the AF1-R, I guess? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:55, 11 May 2017 (EDT)&lt;br /&gt;
::Oh and regarding the Fang 45, there's another candidate, which is the LWRC SMG-45, and I think it's the closest match (aside from some components like the muzzle brake), with some kind of handguard reminiscent of that of the Angstadt UDP-9. For now I'll wait for you guys to conclude what we can list it as. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 12 May 2017 (EDT)&lt;br /&gt;
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Checking the game files? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:26, 20 May 2017 (EDT)&lt;br /&gt;
:As far as i've seen, the game files for the new DLC weapons aren't helpful, they simply refer to them as their in-game name or things like &amp;quot;april smg&amp;quot; and the like. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:38, 22 May 2017 (EDT)&lt;br /&gt;
EDIT: regarding the Prokolot, it actually has more in common with the Arsenal Firearms USA Stryk-B compact variant. Basically the weapon is another frankengun, but I think we're safe to say that it's a mix of Arsenal Strike variants, right? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:08, 10 June 2017 (EDT)&lt;br /&gt;
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== Formatting added weapons ==&lt;br /&gt;
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I think it would make more sense to have the new entries come in a subcategory after the original COD4 weapons rather than putting them within the normal list. It seems kinda weird that the Arsenal Strike One is the first entry on the page and not a pistol from the base game.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:44, 20 May 2017 (EDT)&lt;br /&gt;
:Why not, this could work, either we keep them in their sections but after the original CoD4 weapons (which mean the alphabetical order will be disregarded), or else we can create a new section heading for all the MWR-exclusive weapons without necessarily mentioning the weapon classes. On an unrelated note, I wonder what is flying [http://youtu.be/CfAweu1o23k?t=209 here] besides the standard spent brass. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:51, 24 May 2017 (EDT)&lt;br /&gt;
::Regarding the 1st topic: Sounds like a good idea. Regarding the second topic: My best guess would be spent links, but rendered by someone who doesn't quite understand what disintegrating links look like once, well, disintegrated. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:58, 24 May 2017 (EDT)&lt;br /&gt;
:::I think it would be best to put a section at the bottom for the remastered exclusive guns as this seems the best way to differentiate them. As for the links coming out of the RPD, those look exactly like what the links from an RPD belt look like. The only problem is that the belt from an RPD is non-disentegrating, with the links attached to each other by a coiled wire (a bit like on a notepad) through those holes along the side edge. I understand why they just made up it being disintegrating though, it would be pretty tricky to correctly model and animate an intact belt coming out of the right side of the gun until you had fired 50 rounds, having this drop off, and then starting a new spent belt for the next 50 (the 100 round in the drum were separated into two 50 round belts joined in the middle that would separate after the joining cartridge were removed). Watch [https://youtu.be/3vGbL45_qVs?t=9m1s this] to see what an RPD should look like with the empty belts feeding out. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 24 May 2017 (EDT)&lt;br /&gt;
::::Alright, thanks. And I've created a bottom section for the weapon that are exclusive to MWR. I will add the &amp;quot;Fang 45&amp;quot; and the &amp;quot;BOS14&amp;quot;, but first I would like some clarification on their ID, more exactly if I can list them directly as LWRC SMG-45 and bullpup SCAR respectively (if not other weapons), or else we list them as fictional weapons by putting their in quotes and mentioning their basis. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:50, 25 May 2017 (EDT)&lt;br /&gt;
:::::I'd just list them under their names in quotation marks and then mention the base weapon.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:50, 25 May 2017 (EDT)&lt;br /&gt;
::::::Done (also, yeah, it's isn't directly an SMG-45; i forgot that the Fang has a rear AR-type charging handle). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:05, 26 May 2017 (EDT)&lt;br /&gt;
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==.44 Magnum==&lt;br /&gt;
[[File:MWR 44 Magnum.jpg|thumb|none|450px]]&lt;br /&gt;
I can tell that the &amp;quot;.44 Magnum&amp;quot; in Remastered is a [[Taurus Model 689]] with rubber grips rather than the Model 44 currently stated on the page, due to the number of vent holes (and the way they are set up). The front sight is slightly different from both real weapons, but still closer to the 689. Before I make the change, I'd like to point out: the first image [[Talk:Taurus Model 689|here]] mentions a Model 689 in .44 Magnum, but I don't think the revolver is available in this caliber, is it? (in fact, the rounds seen in that image don't seem like .44 to me, but more like .38 Special) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:03, 17 February 2018 (EST)&lt;br /&gt;
: Well C552 added the image on the talk page and I wouldn't think he'd put in anything false, that being said, it was some old semi-anon user who uploaded that image originally, so.. perhaps just added it in as-is and didn't bother with checking it, it happens. I will say a couple pages where that image is used they look to be mis-ID'd Model 44s anyway since the vent rib style and overall shape doesn't match in those instances - but that's all another thing. Anyway, I'm quite sure the 689 is indeed .38/.357 only and I too agree this certainly looks to be a 689. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:12, 17 February 2018 (EST)&lt;br /&gt;
::Thanks for your input. I'm not sure which other pages are wrong about the Model 44, but anyway I'll make the changes so that the pages that use this image mention .38 Special as opposed to .44 Magnum (the spent casings seem to me like .38 rather than .357). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:31, 17 February 2018 (EST)&lt;br /&gt;
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== Spec Ops kit (&amp;amp; Other kits) ==&lt;br /&gt;
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The pistols in MWR have this Spec Ops kit as a customization option that changes their appearances quite a bit. [https://imgur.com/a/8bCLG Here's a gallery compiled by u/Takara94]. Are there anything interesting here? (I can see the USP turning into a USP Match, Nanomat of the COD Wiki also mentioned the revolver turning into something like [https://www.pyramydair.com/airgun-experience/new-asg-dan-wesson-4-inch-model-715-pellet-revolver/ this])&lt;br /&gt;
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There are some other kits that change the appearance of the base weapon, like the Obsidian, Urban Operator, and Slate, [seen here https://youtu.be/ToFOfvUiRBw], though I'm not sure if some of them can be ID'd reliably.--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 06:09, 23 February 2018 (EST)&lt;br /&gt;
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== Not Usable vs Mounted Weapons ==&lt;br /&gt;
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Shouldn't some of the unusable mounted weapons (e.g. Kurzer 8 cm Granatwerfer 42) be moved into Not Usable?--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:06, 15 March 2018 (EDT)&lt;br /&gt;
:I'd say move the not useable weapons out of that section, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:01, 16 March 2018 (EDT)&lt;br /&gt;
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== &amp;quot;AK-74u&amp;quot; ==&lt;br /&gt;
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Apparently, the Bulgarian 5.56mm counterpart of the AKS-74U is known as an &amp;quot;AK-74U&amp;quot; (look [http://books.google.com.lb/books?id=qEhLZbdpkbYC&amp;amp;pg=PA186 here] and [http://books.google.com.lb/books?id=qEhLZbdpkbYC&amp;amp;pg=PA187 here]; note that this specific weapon slightly differs from the [[Arsenal AR-SF]]). Worth mentioning in the page? (for example a note that the name used in-game would in fact refer to this) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:40, 27 March 2018 (EDT)&lt;br /&gt;
:We could point that out, sure. We could also point out that an &amp;quot;AK-74u&amp;quot; would be an AKS-74U with a fixed stock, going by naming conventions. Whatever floats your boat. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:27, 27 March 2018 (EDT) P.S.: You probably shouldn't take my word alone for it, seeing as I rarely actually know what the hell I'm doing.&lt;br /&gt;
::I think this leans a little too much on the trivial side of things. Frankly, they probably just took the &amp;quot;AK-74u&amp;quot; moniker from [[Battlefield 2]] and threw it on the Beta-Spetsnaz airsoft gun.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 27 March 2018 (EDT)&lt;br /&gt;
:::Yeah, it was more intended as a trivia point (although, nice to see that it coincides with the fact that it has a milled receiver and underfolding stock). That's before we start to consider the fact that the BF2 version also has a very short handguard like that Beta airsoft gun. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:57, 28 March 2018 (EDT)&lt;br /&gt;
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==Original CoD4 AK==&lt;br /&gt;
Unlike in MW2, MW3, and Advanced Warfare, the AK-47 in CoD4 doesn't have an AKM's ribbed top cover; those &amp;quot;ribs&amp;quot; are some custom plates welded on the top. The cover does appear to have an AKM-like horizontal bulge (or whatever it is), albeit positioned higher. Any idea on how we should describe this on the page? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:14, 17 May 2018 (EDT)&lt;br /&gt;
:It’s just a poor modeling work.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:45, 5 June 2018 (EDT)&lt;br /&gt;
::Alright, I've mentioned these (a bit vaguely) as some custom modeling features for now. Seems like somebody at IW was like &amp;quot;Hey, the original AK-47 is too plain, let's spice it up!&amp;quot; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:35, 5 June 2018 (EDT)&lt;br /&gt;
:::Actually, upon looking at it again and comparing it with the left side of a real Type I AK-47 ([http://qph.fs.quoracdn.net/main-qimg-ac7705063033eb746f60daf59d15a69f-c image]), it seems to be a poor attempt of a scope mount, akin to the IO Inc SCOP0040 shown in MW2. I'm editing the page regarding this in a min. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:17, 8 November 2018 (EST)&lt;br /&gt;
::::By “it” you mean the bulge or the ribs on the top cover?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:09, 8 November 2018 (EST)&lt;br /&gt;
:::::It's about the ribs, plus they appear to be connected to that component (indicated with the red arrow) which isn't present on the real Type I AK either.&lt;br /&gt;
:::::[[File:CoD4-AK-Ribs.jpg|thumb|none|400px]]&lt;br /&gt;
:::::Also, since you're here, do you agree with my point below that the CoD4 &amp;quot;M21&amp;quot; is actually an M14 with a scope mount? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:09, 8 November 2018 (EST)&lt;br /&gt;
::::::I think that’s reaching to call those ribs a scope mount, it’s really just seems like the modeler did his work without bothering to stick too closely to reference images. As for the M21, I’d just mention that the model still has a fire selector at least.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 20 November 2018 (EST)&lt;br /&gt;
:::::::Hmm... alright, fair enough regarding the AK. Now regarding the M21, it'd be one thing if some early ones were full-auto (or later converted to full-auto, which is rather unlikely), but otherwise, I do believe it would make sense to ID the in-game M21 as a scoped M14, considering that the major visual differences between the real rifles are the scope and the fire selector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:30, 22 November 2018 (EST)&lt;br /&gt;
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== Interesting pre-release stuff ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/J8ca9LY52vI?t=1762 This video] shows the development of most of the weapons and their animations, around the 29 minute mark. Some notable things are that the Benelli had a somewhat more realistic depiction of an empty reload, the Skorpion's original animation was changed to accommodate optics (it ended being used in Black Ops), and most of the other guns (like the AKs) changed quite a bit. There's also some interesting stuff on Black Ops in this video as well.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:01, 6 June 2018 (EDT) Also, early USP animations (from the CoD2 Luger, I think) can be seen [https://www.youtube.com/watch?v=0i8fBQM1QCw here].&lt;br /&gt;
:I suppose that they got rid of the Benelli's chambering process because they couldn't manage to do it exclusively on an empty reload, it had to go with the middle reload as well. It really pisses me off that in almost all CoD games UNTIL NOW, the shell-by-shell loading shotguns are always cocked after non-empty reloads (or not cocked at all in the case of the Benelli). Is it THAT hard to fix? I wonder how many times I'm gonna have to rant about this; pretty sure they're doing it on purpose/due to laziness at this point. I mean, in CoD3 it was actually done correctly; the same goes for even older games like Half-Life 2. And then there's the FP6 in CoD Ghosts: you have the accurate number of rounds in your hand (a rare sight in video games), BUT... still cocked no matter what, because logic. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:09, 7 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M21 ==&lt;br /&gt;
So, as seen [http://youtu.be/LeVoJpR04sY?t=354 here], the CoD4 &amp;quot;M21&amp;quot; appears to have a selector switch on the right side (this was fixed in MWR though), so I presume that it is modeled after a scoped M14 and not a genuine M21, right? (since the real M21 has the selector replaced by a button lock rendering it semi-auto only)&lt;br /&gt;
&lt;br /&gt;
On another note what's the deal with [http://en.wikipedia.org/wiki/File:Sniper_Rifles_M40_XM21.jpg that image]? Did some early XM21s have select fire capabilities, or is it just a scoped M14 standing in for it?&lt;br /&gt;
&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:50, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== MWR weapons models ==&lt;br /&gt;
&lt;br /&gt;
An [https://ryzinart.com/mwr- epic collection of MWR weapon renders and art] for anyone who needs to see them in detail. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:11, 28 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clacker beep? ==&lt;br /&gt;
&lt;br /&gt;
When watching over Hectorlo's MWR weapons video, I noted that [https://youtu.be/YTkzJfgFEHE?t=1036 the C4's clacker] beeps when it's taken out, and beeps when it's pressed. My questions are:&lt;br /&gt;
* Does this beeping happen in the original COD4?&lt;br /&gt;
* Does this beeping happen in real life?&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 03:26, 22 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
I believe the C4 clacker used in MW1, MW2, and BO1 is based on the M57 firing device used to detonate claymore mines. Here is a good video of one:              https://youtu.be/eddrE_ZJrE4. Its ridiculous that you call in killstreaks with it. Thankfully, in MW3 and MWR you use a satphone/radio. I don't know if it beeped in the original game, but in the video I linked to it sounds like more of a crunch. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:16, 22 April 2020 (EDT)&lt;br /&gt;
:It does not beep in the original games.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:52, 22 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Call of Duty Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
My recent edit chain on Smoke Grenades in MW2, MW3 and CODOL re-identified all of them as the M83 Smoke Grenade, the same as what's identified on the COD4 page before (and right now). My main key for identification is that these grenades have a protruding circle on the tops of their cylinders like what's on the M83 smoke grenade here, and instead of the M18 smoke grenade's sunken top layer (which the MWR smoke grenade model portrayed correctly on their M18 smoke grenade model). I also have a feeling that the COD4 smoke model is a retextured version of the COD2 AN/M8 smoke grenade which also has the protruding circle on the top. I'm a bit uncertain about my conclusions since smoke grenades are all so similar, so I would like to ask for some more detailed verifications on the in-game grenade models, as well as more information on what differentiates between the real life grenades. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 01:51, 22 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
== Any asset reusing in Secret Service 2008, on the same engine? ==&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/wiki/Secret_Service_(2008)&lt;br /&gt;
&lt;br /&gt;
The game looks better than COD4, close to COD8 levels, but the low-poly guns are ass. &lt;br /&gt;
&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 07:44, 16 February 2021 (EST)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty_4:_Modern_Warfare&amp;diff=1398994</id>
		<title>Talk:Call of Duty 4: Modern Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty_4:_Modern_Warfare&amp;diff=1398994"/>
		<updated>2021-02-16T12:44:30Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Any asset reusing in Secret Service 2008? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Additional=&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
While the weapon that the &amp;quot;AK-74u&amp;quot; is standing in for does not appear in-game, it is in the &amp;quot;Weapons of Call of Duty 4: Modern Warfare Gamer Picture Pack.&amp;quot; It is quite strange that it appears here, but not in the game.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
== Main Knife ==&lt;br /&gt;
This is main melee knife used in ''Call of Duty 4: Modern Warfare''. The knife attack always kills an enemy in one slash or stab. In Old School multiplayer matches, however, two knife attacks are required to kill an enemy player at full health. This two-hit-kill knifing also applies when double health is applied on Private Matches. It is used by all the factions and moves very fast. It is based on the Rambo II knife.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[File:Knife 4.png|thumb|none|400px|The main Knife In-Game]]&lt;br /&gt;
&lt;br /&gt;
== NRS-2 Knife ==&lt;br /&gt;
Soviet [[NRS-2 Scout Firing Knife|NRS-2]] knives are strapped to the Ultranationalists' webbings. However, they still use the aforementioned pseudo Rambo II knife when meleeing in multiplayer.&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-4]]&lt;br /&gt;
&lt;br /&gt;
== CQB Bayonet ==&lt;br /&gt;
A slightly stylized AKM Type II Bayonet appears in the Remaster as the &amp;quot;CQB Bayonet&amp;quot;.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Wakizashi ==&lt;br /&gt;
A Japanese Wakizashi sword complete with its scabbard appears in the Remaster as the &amp;quot;Samurai&amp;quot;.&lt;br /&gt;
[[Image:Wakizashi.jpg|thumb|none|400px|A 21&amp;quot; Japanese Wakizashi sword replica.]]&lt;br /&gt;
&lt;br /&gt;
==Tactical Gladius==&lt;br /&gt;
A tactical gladius loosely based on the Busse Combat gladius appears in the Remaster as the &amp;quot;Gladiator&amp;quot;.&lt;br /&gt;
[[Image:Busse Combat gladii.jpg|thumb|none|400px|Busse Combat tactical gladius swords.]]&lt;br /&gt;
&lt;br /&gt;
==Shillelagh==&lt;br /&gt;
An Irish Shillelagh club appears in the Remaster as the &amp;quot;Leprechaun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Ontario SP1 Marine Combat Knife==&lt;br /&gt;
An Ontario SP1 Marine Combat Knife appears in the Remaster as the &amp;quot;Point Knife&amp;quot;. It is depicted with a serrated blade akin to modern tactical KA-BAR knives.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
==Medieval Bar Mace==&lt;br /&gt;
A replica of a 14th century Italian bar mace appears in the Remaster as the &amp;quot;Bludgeon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lil Trucker== &lt;br /&gt;
A stylized depiction of the Lil Trucker multitool appears in the Remaster as the &amp;quot;Thug&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Tactical Ninja Sword==&lt;br /&gt;
What is known as &amp;quot;Tactical Ninja Sword&amp;quot; on various online retailers appears in the Remaster as the &amp;quot;Scorpion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==PG-7 HEAT==&lt;br /&gt;
A PG-7 HEAT warhead is used in the Remaster as a melee weapon known in game as the &amp;quot;Danger Close&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Death's Head Knuckle Knife==&lt;br /&gt;
A WW2 period British Death's Head Knuckle Knife also known as Middle East Commando Knife appears in the Remaster as the &amp;quot;Shamrock Blade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==UVSR Taiga==&lt;br /&gt;
A stylized depiction of the Soviet UVSR Taiga more commonly known simply as spetsnaz machete appears in the Remaster as the &amp;quot;Machete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==TOPS Knives Tidal Force Cleaver==&lt;br /&gt;
The &amp;quot;Cleaver&amp;quot; is loosely based on the TOPS Knives Tidal Force Cleaver.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The red dot sight is based on the Adco SOLO Sight System or some of its numerous copies like the Sure Shot reflex sight.&lt;br /&gt;
&lt;br /&gt;
== Holographic Sight ==&lt;br /&gt;
The '''Eotech 512''' (distinguishable from the 552 model due to the lack of a night vision switch on the control panel of the 512) appears as the &amp;quot;Holographic Sight&amp;quot;. However, the two adjustment knobs found on the right sight of the real sight are incorrectly depicted on the left side in game.&lt;br /&gt;
&lt;br /&gt;
The Holographic Sight in the Remaster is a fictional model created to avoid legal complications. However, its frame and rear panel are mostly inspired by the EOTech EXPS2 and EOTech EXPS3. However, there are some design problems with the model. There is no actual control panel or adjustment switches, only a single button on the rear panel which presumably is used to switch the device on/off. This means that the reticle's settings such as brightness, size or position cannot be adjusted. Also what usually is the battery compartment on real holographic sights is replaced with a combination of apparently pointless screws.&lt;br /&gt;
&lt;br /&gt;
== ACOG ==&lt;br /&gt;
The Trijicon 4x32 ACOG is featured as the &amp;quot;ACOG Scope&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Reflex Sight ==&lt;br /&gt;
The Tasco Red Dot reflex scope is featured as the &amp;quot;Reflex Sight&amp;quot;. It is featured exclusively in the campaign and is mounted on the M4A1 or the G36C.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
Ah, goddamnit. I wanted to do this.&lt;br /&gt;
Well, maybe i can make it up to IMFDB standards sometime, just '''DON'T''' do Half-Life 2. - [[User:Flying Dane|Flying Dane]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MP5==&lt;br /&gt;
This is not an MP5A3/SD as previously suggested, as it has a flat sided receiver with pictogram markings instead of the S-E-F markings on the A3.&lt;br /&gt;
&lt;br /&gt;
Wrong, It's an MP5N/SDN, it doesn't have the 4th selector option.&lt;br /&gt;
&lt;br /&gt;
:Please, keep the commentary on the discussion page. At any rate, I added a capture with a clearer view of the selector and its lack of a fourth position. [[User:Spartan198|Spartan198]] 20:42, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
I have a lot of shots for the page and will upload them tommorow. -GM&lt;br /&gt;
&lt;br /&gt;
I've got a crapload of good real pictures for a lot of the guns, but I don't have any clue as to how to upload them, so, for anyone that can, email me at r1c0ch37@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You know what would have been better? ==&lt;br /&gt;
&lt;br /&gt;
I kinda wished the creators of this game made more guns for us to use. There are so many modern firearms at least they could put in the multiplayer. Like the G36 carrying handle instead of the rail, H&amp;amp;K machineguns, H&amp;amp;K grenade launchers, a full auto M16 in the multiplayer, the option to put every accessory on your primary, like sights, suppressor, and grenade launcher all in one instead of just pick only one. I know they did that for balance, but screw balance. Let's see, what else? The UMP, Mac-10, Glocks (specificly the Glock 18), Drum magazines, AUG, Tavor, SA80/L85A1, L96A1, MP7A1. I know I'm starting to sound like I'm turning the gun choices of COD4 into Rainbow Six, but that's why I like that game a lot because it has SO MANY GUNS to pick from and the option of putting whatever you want. I want the ability to change firing modes, to add and take off suppressors. [[User:Excalibur01|Excalibur01]] 20:34, 21 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not to mention having the actual front sight posts still present on optic-equipped M16s and M4s would have been nice. I realize they probably removed it to give better visibility, but still. [[User:Spartan198|Spartan198]] 22:40, 24 February 2009 (UTC) Spartan198&lt;br /&gt;
&lt;br /&gt;
::Firing selectors would have been nice. Full auto or nothing is kind of lame. - [[User:Gunmaster45|Gunmaster45]]&lt;br /&gt;
&lt;br /&gt;
:::According to gamers, the military doesn't use semi-automatic (sarcasm). [[User:Spartan198|Spartan198]] 09:31, 7 March 2009 (UTC) Spartan198&lt;br /&gt;
:Yet it's all modeled on semi. Or safe.-protoAuthor 01:45, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well screw hardcore gamers. I have most of the Tom Clancy games and those you can select weapons to semi and auto and even some have bursts mode[[User:Excalibur01|Excalibur01]] 01:06,&lt;br /&gt;
 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree completely with you. In most situations in-game, I seemingly always find myself tapping the trigger for single shots instead of firing bursts. [[User:Spartan198|Spartan198]] 07:02, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
&lt;br /&gt;
i would have liked to have seen the L96A1 and or the AW50F, as these would have been awesome in cod, also the glock 18, SR-25, and i would have liked to do my own customising of weapons, like on the M16 on the modified version you lose the front sights which just look wrong.&lt;br /&gt;
&lt;br /&gt;
Is ok to put pics on this from other websites. [[User:Drjuki]]&lt;br /&gt;
&lt;br /&gt;
I want a goddamm regular FN FAL and a IMI Galil AR with the wood hand guards. They would be perfect in the hands of terrorists in the game. They already have the G3 why not a FN FAL?[[User:Oliveira|Oliveira]] 18:56, 26 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
i would have liked to customised the weapons myself&lt;br /&gt;
&lt;br /&gt;
In my opinion the worst choice of the Infinity Ward was the selection of the MP-44 as &amp;quot;final unlock&amp;quot;: is older than the AK-47 and cannot be modified, excepted the selection of the camouiflage painting. Why call the game &amp;quot;Modern Warfare&amp;quot; if the (teorically) ultimate gun is also the oldest???&lt;br /&gt;
[[User:Lone Soldier|Lone Soldier]] 03-12-2009&lt;br /&gt;
&lt;br /&gt;
I believe the mp44 aka sturm was put in there as an Easter Egg of sorts since this was the first Call of Duty to date that wasnt about WW2.&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle ==&lt;br /&gt;
&lt;br /&gt;
what finishes do the Desert Eagles have in the game? IMI lists several variants http://www.magnumresearch.com/CustomFinishes.asp&lt;br /&gt;
&lt;br /&gt;
Just stainless steel, I think. But don't quote me. I never use it. [[User:Spartan198|Spartan198]] 07:07, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
the game has chrome and titanium gold.&lt;br /&gt;
&lt;br /&gt;
Stainless steel, as well as gold once you reach level 55.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagles don't come in stainless steel. It would be too goddamn shiny. It uses a chrome-plating finish. --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:29, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==P90 comments.==&lt;br /&gt;
whoever keeps deleting my edits bugger off, this gun is awesome it is easy to aim and has awesome stopping power, and to say it is weak and inaccurate is just plain rubbish, u would have to be a fool to fail to kill an oppo with this gun&lt;br /&gt;
&lt;br /&gt;
''Have at it, but remember - this is the last time I play nice.'' --[[User:Clutch|Clutch]] 19:05, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
this weapon is the fantastic it is very easy to aim it has good stopping power and at close range it is downright lethal&lt;br /&gt;
&lt;br /&gt;
Can't we all play nice?!?! [[User:Drjuki]]&lt;br /&gt;
&lt;br /&gt;
I stopped playing COD4 because of peoples bickering &amp;quot;Thats a noob gun&amp;quot; &amp;quot;you're camping&amp;quot; &amp;quot;that perk sucks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a crowd who all believe what perks everyoe should have and what weapons, Id love to see a game by their rules, it would be boring. So waiting a few minuites behid a corner is camping, and i'm kicked for it, but they can sit in a building with a siper level the whole match? Tehn there is the p90 debate. Let people who like it use it, do't start telling them there  a noob and being unfair.&lt;br /&gt;
&lt;br /&gt;
Come on clutch! Don't be so evil on the kid.[[User:Oliveira|Oliveira]] 18:56, 26 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Any weapon or perk combination you use to kill an opposing player is deemed &amp;quot;noobish&amp;quot;. Anymore I just laugh their rants off and go on with the game. [[User:Spartan198|Spartan198]] 20:46, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
&lt;br /&gt;
I think it's sad people (including myself) stop playing the very good multiplayer because of the other players who just ruin it with loud, abusive talking, silly arguments about trivial matters, and generally making it uncomfortable. [[User:Mcguinness]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the noobish comment is spot on as if u use something that the other gamers dont like noobish sod that i kill the lot of em, and the silly arguements comment is also right it gets down right annoying&lt;br /&gt;
&lt;br /&gt;
== No Browning M2? ==&lt;br /&gt;
Why is there no Browning on the page? It was clearly seen in-game.&lt;br /&gt;
&lt;br /&gt;
umm i dont think glitching outside of the map counts unles your counting the one on the M1 ambrams -scarecrow&lt;br /&gt;
&lt;br /&gt;
:As long as it's in the game, it counts to be in the article. --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:31, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The red dot sight on the M4 SOPMOD is a Sure Shot Reflex Sight, not a C-More. [[http://www.afmo.com/Sure_Shot_Reflex_Sight_p/217-00588.htm]] [[User:Spartan198|Spartan198]] 07:14, 20 May 2009 (UTC) Spartan198&lt;br /&gt;
&lt;br /&gt;
==The 1911 Griggs used looks more like a Kimber TLE stainless==&lt;br /&gt;
&lt;br /&gt;
About the Springfield 1911 in the game I also think it is a Springfield opposed to a Kimber Warrior because I have one and the grip is a lighter color plus it has a different magazine.&lt;br /&gt;
&lt;br /&gt;
umm its a stainless (silver colour) 1911 isnt it? where does it say on the page its a kimber? -scarecrow&lt;br /&gt;
&lt;br /&gt;
==Excerpt from Remington 700P==&lt;br /&gt;
*''&amp;quot;Oddly, the M40A3 also seen in game is very much the same weapon, although in the game they have slightly different attributes.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
I have to agree and disagree with this statement, as they can't be classified &amp;quot;as the same weapon&amp;quot;, since the M40A3 has its own model number, designation, and role in the Marine Corps; and was modified from the R700P, one change being the finely rifled heavy barrel. However, both rifles, as mentioned before, are made from the Remington 700 model. I think this should be clarified a bit more clearly. Any thoughts? --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 12:57, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just quick, is the 700p the ltr model or not? Can you tell? [[User:Mcguinness]]&lt;br /&gt;
&lt;br /&gt;
== Bluey? ==&lt;br /&gt;
I noticed that some M4's and M16's have &amp;quot;Bluey&amp;quot; on the side. Is there a reason for this? Or just something the designers put in?&lt;br /&gt;
&lt;br /&gt;
*I think it's &amp;quot;Blue 4,&amp;quot; possibly to identify who the rifle belongs to in the squad. [[User:Vangelis|Vangelis]] 11:34, 1 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
yea it says blue 4 on both a M4 and M16 -scarecrow&lt;br /&gt;
&lt;br /&gt;
== M4/M16 ==&lt;br /&gt;
I added a little more information about how the gas block removal on an M4/M16 would effect the firearm. It is true that is the gas block is removed that the next round will not chamber automatically. the bolt would have to be racked to load a new round. I just thought I'd add that information to the page. It can be removed if desired. [[User:ShaDow XPS|ShaDow XPS]]&lt;br /&gt;
&lt;br /&gt;
INCORRECT ^&lt;br /&gt;
&lt;br /&gt;
Though you cannot see it, most likely the standard front sight gas block has been replaced whit anyone of the readily available low-profile gas blocks and most likely covered by the rail system or fore-grip.&lt;br /&gt;
&lt;br /&gt;
Thank you...some one realized that it was still there. please remove the text stating it is not there from the main page -supertoaster&lt;br /&gt;
&lt;br /&gt;
The KAC RIS isn't long enough to cover a low profile gas block because the gas tube has to be long enough to reach the front sight post, which rests in front of the RIS on the barrel. If the RIS covered the entire gas tube, then the standard RIS/front sight post set up wouldn't work because the gas tube wouldn't be long enough to reach the front sight post and therefor no gases would be directed back to cycle the bolt. And if this explanation is lost on you, try taking a look at Rabbit's CQBR from [[Medal of Honor (2010)]], which actually ''is'' equipped with a low profile gas block.&lt;br /&gt;
[[image:MOH2010-Mark18-2.jpg|600px|thumb|none|]]&lt;br /&gt;
Notice how the gas block, while partially obscured by the tac light, can quite clearly be ''seen'' on the barrel. It has to be placed here because of the length of the gas tube, which extends beyond the length of the RIS. Compare this with the AR-15 carbine in CoD4.&lt;br /&gt;
[[Image:COD4 - M4A1 1.jpg|thumb|none|600px]]&lt;br /&gt;
Notice how it doesn't even have a gas ''tube''! This gas block debate is getting old, especially with how I've just shown that any gas block would be visible on the barrel. There is ''no'' gas block. Get over it. [[User:Spartan198|Spartan198]] 01:35, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:There's obviously no gas block, I personally never argued there was, but in first person you wouldn't be able to see it if there was one, so there &amp;quot;could&amp;quot; be one in first person, when you're holding it. I don't think anyone was saying there was a gas block on the actual model or in third person.&lt;br /&gt;
&lt;br /&gt;
::You say you never argued there was a gas block, but then you say there could be one. Quite a contradiction there. The fact is that the low profile gas block defense is baseless and essentially made up, even for the hero guns used by the player, because there's nothing in the game to actually support it. The third person model is all there is to go by and it ''refutes'' any and all claims of a low profile gas block being present. [[User:Spartan198|Spartan198]] 21:24, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::I mean I know there obviously isn't a gas block, they didn't put one on the player or world models, but on the hero gun, your first person gun, you can't tell. What I'm saying is if I'm playing I can assume there's a gas block there, just like I assume there's a stock on the gun, even though I can't see it either. Basically, there is no gas block, but in first person you can't tell if there is or isn't. [[User:Alex T Snow|Alex T Snow]] 02:43, 14 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== M4 Barrel ==&lt;br /&gt;
If anyone's still looking at this page, does it look to you like the M4 has a 16&amp;quot; barrel? It does to me. A perfectly straight 16&amp;quot; barrel (no M203 cuts) and the old style M4 stock. I believe that makes it exactly the same as the C8, which was mentioned as being what the SAS really use, so maybe the M4 in this game is really a C8. If anyone can counter this feel free.&lt;br /&gt;
&lt;br /&gt;
You're right about the barrel, I think, but the C8 has a 14.5&amp;quot;, not a 16&amp;quot;. Furthermore, if you look at the rifle without any optics, it has an A2 style rear sight, while the C8's is A1 style.&lt;br /&gt;
&lt;br /&gt;
The barrel looks longer because the front sight/gas block is removed when equipped with optics. If you take into account the length of the front sight, the barrel evens out at around 14.5 inches. The &amp;quot;standard&amp;quot; C8 has a 14.5 inch A1 profile barrel, but the C8FTHB (the version used by SAS under the designation L119A1) has a 16.1 inch barrel that bulges out where the M203 step is on an M4 barrel. [[User:Spartan198|Spartan198]] 18:27, 23 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The L119A1's the SFW, not the FTHB. Although in practice there's probably not much difference. [[User:The Wierd It|The Wierd It]] 20:53, 23 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh right, I forgot about the front sight being removed. Since you never have a carry handle in the SAS missions I wasn't counting that, and I was thinking SFW when I said C8.&lt;br /&gt;
&lt;br /&gt;
Looks like the FTHB to me. L119A1 - [http://www.cybershooters.org/dgca/images/M4/C8andAG36.jpg] C8FTHB - [http://www.casr.ca/101-smallarm-1-c8fthb-rifle.jpg] [[User:Spartan198|Spartan198]] 00:51, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only difference is that the SFW has a stronger front sight to use the HK AG-C/L17A1 grenade launcher.[[User:The Wierd It|The Wierd It]] 09:29, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Why would a stronger front sight be needed when the AG-C is RIS-mounted? [[User:Spartan198|Spartan198]] 18:44, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The 1911 in-game==&lt;br /&gt;
&lt;br /&gt;
The article is full of incorrect information.  The MEU (SOC) pistol does have novak sights and a match grade trigger nowadays, and a Springfield Loaded model has front cocking serrations which the 1911 ingame does not.  I don't see how it's anymore a Springfield Loaded than the other models the article lists it as not being.  It seems obvious it's not any specific model of a 1911 but I'd say it's closer to the MEU (SOC) pistol than anything else.  The MEU (SOC) pistol even uses desert tan gunner grips now that look just like the ones in the game.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not that I disagree that the Springfield Armory Professional 1911 is the 1911 model in-game, but I think that there ''is'' a possibility that it might be a Nighthawk Custom Enforcer Series or GRP 1911. Why? Because the armed forces would likely use higher-ended companies like Nighthawk. Anyway, just a possibility. Any thoughts?&lt;br /&gt;
&lt;br /&gt;
LINKS:&lt;br /&gt;
&lt;br /&gt;
* http://www.nighthawktactical.com/The_Enforcer.html&lt;br /&gt;
&lt;br /&gt;
* http://www.nighthawktactical.com/GRP.html&lt;br /&gt;
&lt;br /&gt;
--[[User:Blemo]] 22:45, 1 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That's a negative. The Nighthawk Enforcer is basically a Kimber Warrior without the rail, and the rail wasn't the only thing that made the Kimber Warrior a misidentification. The Novak sights are different, and it has a flat top strap across the slide. As far as the military using &amp;quot;higher end companies&amp;quot; They usually buy what's most cost effective and not necessarily best quality, and since Nighthawk Custom makes.... custom firearms, I doubt they'd have a contract that would be cheap, or at least cheaper than competitors. It's still a Professional. --[[User:Yournamehere|Yournamehere]] 02:51, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see. --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:39, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It definitly has those grips though, that was the first thing I noticed. It might not be an Enforcer, but it has the same grips.&lt;br /&gt;
Here (in tan):&lt;br /&gt;
&lt;br /&gt;
link: http://www.nighthawkcustom.com/detail.aspx?ID=133#&lt;br /&gt;
&lt;br /&gt;
Oh and thanks Blemo for bringing this up anyway because I've been trying to put together an airsoft replica of this 1911 for a while, and now I've finally got those damn grips, couldn't find 'em anywhere. I also put together the M4 SOPMOD the S.A.S. use in game as my primary, which makes me Captain Price :D&lt;br /&gt;
&lt;br /&gt;
EDIT: You guys think it could be this one, a Springfield Armory Loaded? Just add the grips I linked above, I'm pretty sure it's exactly the same otherwise.&lt;br /&gt;
&lt;br /&gt;
http://www.bullshooterssupply.com/store/images/springfield_armory_1911_a1_px9109lp.jpg&lt;br /&gt;
&lt;br /&gt;
EDIT 2: I used my not so amazing MS Paint skills to put this together for you guys (and me)&lt;br /&gt;
&lt;br /&gt;
[[User:Alex T Snow|Alex T Snow]] 06:32, 4 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It could be a customized Colt since the front sight does not seem to dovetailed into the slide--[[User:Jan|Jan]] 22:36, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the MS Paint image, Alex. =] Sadly, I'd hate to burst your bubble and say that the ejection port should not be as &amp;quot;shiny&amp;quot; as seen in this image. Plus, the coloration of the slide and frame should be darker. (although it may just be the lighting). --''[[User:Blemo|&amp;lt;span style=&amp;quot;color: gray; font-family: georgia; font-size: 10pt;&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;#D3D3D3&amp;quot;&amp;gt;'''B'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''le'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt;'''mo'''&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]] &amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[user talk:Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''TALK'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;  [[Special:Contributions/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''CONTRIBUTIONS'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Special:Emailuser/Blemo|&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;'''EMAIL'''&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; • &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#A9A9A9&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-weight: light;&amp;quot; title=&amp;quot;By the time you finish reading this hidden message, twelve nuclear warheads will have been launched toward your location. Thank you and have a nice day.&amp;quot;&amp;gt;'''MESSAGE'''&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;'' 06:39, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I know, but the barrel, bushing, and trigger are some kind of &amp;quot;silver&amp;quot;, whether it be stainless, chrome, nickel-plated, though I'd say stainless the point is those parts are &amp;quot;silver&amp;quot; [[User:Alex T Snow|Alex T Snow]] 22:12, 9 July 2010 (UTC)&lt;br /&gt;
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although more likely for Special Ops to be using Nighthawk's i dont think the designers at infinity ward no what they are. and on the topic of it possibly being an Enforcer model. All Nighthawks have Novak Sights besides the Dominator. and the Grips are easily replacable. so it could be any model from the GRP to the Enforcer to the Talon. [[User:Dirtdiver6421|Dirtdiver6421]] 23:14, 9 July 2010 (UTC)&lt;br /&gt;
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== Desert Eagles hammer down? ==&lt;br /&gt;
&lt;br /&gt;
Isn't the Desert Eagles hammer incorrectly down?&lt;br /&gt;
&lt;br /&gt;
Yes but so is the 1911's, and the rest once they've been fired. In the Modern Warfare universe all guns are double action only I guess. [[User:Alex T Snow|Alex T Snow]] 06:09, 31 March 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== M4 In-Game For Airsofters (Or Real Steel Guys Too I Guess) ==&lt;br /&gt;
&lt;br /&gt;
As with I'm sure a number of other people on this site, I airsoft. =D I've been working on a Captain Price kit for a little while, who, as you know, uses an M4 SOPMOD/Grenadier. The reason he uses both is because they're the same gun with and without the suppressor, for the sneaky and not sneaky parts. (And different optics, but his gun is probably supposed to have the same optics the whole time, I'd bet IW didn't want to make a different gun just for him, as most people wouldn't notice.) Because finding EVERYTHING to put together his M4 was a big pain, I'm going to put a list of parts here for anyone wanting to make the M4 and its versions in-game. This would also work for a real one too I would think, at least mostly. This is assuming the base gun is a normal, generic M4A1.&lt;br /&gt;
&lt;br /&gt;
M4A1 &amp;quot;multiplayer&amp;quot;:&lt;br /&gt;
*16&amp;quot; HBAR (no grooves) barrel&lt;br /&gt;
*Old style stock&lt;br /&gt;
*RAS&lt;br /&gt;
*Vertical foregrip&lt;br /&gt;
(Please note this one can't be made using an electric airsoft M4, well, it can, but there'll be nowhere to put a battery. You will need a gas airsoft one or a real steel one.)&lt;br /&gt;
&lt;br /&gt;
M4A1 &amp;quot;normal&amp;quot;:&lt;br /&gt;
*16&amp;quot; HBAR (no grooves) barrel&lt;br /&gt;
*Old style stock&lt;br /&gt;
*RAS&lt;br /&gt;
*Vertical foregrip&lt;br /&gt;
*PEQ-2 (on the front left)&lt;br /&gt;
*Tasco red dot scope&lt;br /&gt;
*The smallest gas block you can find&lt;br /&gt;
&lt;br /&gt;
M4A1 Suppressed:&lt;br /&gt;
*Same as the M4A1 &amp;quot;normal&amp;quot; except with a suppressor (go figure)&lt;br /&gt;
&lt;br /&gt;
M4A1 Grenadier:&lt;br /&gt;
*16&amp;quot; HBAR (no grooves) barrel&lt;br /&gt;
*Old style stock&lt;br /&gt;
*RAS&lt;br /&gt;
*M203 (9&amp;quot; rail mounted version)&lt;br /&gt;
*M203 leaf sight (on the front top)&lt;br /&gt;
*PEQ-2 (on the front left)&lt;br /&gt;
*EOTech 552 holosight&lt;br /&gt;
*The smallest gas block you can find&lt;br /&gt;
&lt;br /&gt;
M4A1 SOPMOD:&lt;br /&gt;
*Same as the M4 Grenadier except with a suppressor, and a Tasco QP22 reflex sight replacing the EOTech 552&lt;br /&gt;
&lt;br /&gt;
For Captain Price's M4 I'm combining the Grenadier and SOPMOD by having a suppressor and an EOTech 552, seems like the easiest way to solve the problem.&lt;br /&gt;
&lt;br /&gt;
I hope this list helps whoever needs it. :)&lt;br /&gt;
[[User:Alex T Snow|Alex T Snow]] 08:54, 3 April 2010 (UTC)&lt;br /&gt;
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The barrel on the M4 is 14.5&amp;quot;. The missing FSP just makes it look longer. [[User:Spartan198|Spartan198]] 05:21, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As much as everyone seems to think that, try putting a piece of paper up to your screen with the edge down the centre of the barrel of a 14.5&amp;quot; M4, a real one would be good. Mark off the back of the front sight/front of the RAS/Handguard, and, without moving it, mark where the flash hider starts. This distance will be the same as the length of the RAS/Handguard. Do the same thing to the COD4 M4 Info Picture and you'll find the barrel's longer. :) [[User:Alex T Snow|Alex T Snow]] 12:42, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AKS-74 ==&lt;br /&gt;
&lt;br /&gt;
Misinformation - as it is not portrayed in game. Removing&lt;br /&gt;
&lt;br /&gt;
How? It's pointed out that it is not in game and only on the poster. We have the Glock 17 on the Overkill and Last Stand perks, and the PPSh-41 that the statues hold, this isn't any different. [[User:Alex T Snow|Alex T Snow]] 22:37, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== G3A4 ==&lt;br /&gt;
Someone commented that this was an HK91 due to the lack of a paddle release on the magazine. Here's a picture of a player reloading it:&lt;br /&gt;
[[Image:G3-CoD4.jpg|thumb|none|600px|]]&lt;br /&gt;
I don't see much here so what do you guys think? - [[User:Kenny99|Kenny99]] 16:02, 12 August 2010 (UTC)&lt;br /&gt;
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Don't see one, look at the create a class picture, no paddle release there either. --[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 00:50, 13 August 2010 (UTC)&lt;br /&gt;
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Well the reload animation acts like it DOES have a paddle release, so it supposed to be a G3A4 but the animation forgot about it, just like the trigger and guard for the M203 [[User:Excalibur01|Excalibur01]] 03:36, 24 August 2010 (UTC)&lt;br /&gt;
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Seems like a HK91 to me.--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 15:03, 24 August 2010 (UTC)&lt;br /&gt;
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[[Image:COD4 - G3 proof.jpg|thumb|none|500px|]] --[[User:Milkovich|Milkovich]] 20:19, 31 October 2010 (UTC)&lt;br /&gt;
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I saw that it is a HK91 even without looking at Milkovich's proof image. Missing paddle release can be seen on the image with tha reload on the page. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 02:01, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== The Javelin sight ==&lt;br /&gt;
&lt;br /&gt;
I posted this on the CoD wiki initially, but only on a talk page since they don't feature RL weapon info. When you're looking through the Javelin's sight, the display behaves...oddly. [http://callofduty.wikia.com/wiki/File:BogPar9_3.jpg The light on at the bottom] is supposed to be red and indicates &amp;quot;missile BIT failure,&amp;quot; according to the [http://www.globalsecurity.org/military/library/policy/army/fm/3-22-37/chap2.htm field manual]. The red CLU BIT failure light comes on when it's locking on, and the amber &amp;quot;missile not ready&amp;quot; flashes just before you fire. I'm not sure if this is just normal behaviour or the FM on GlobalSecurity is wrong (I'd defer to anyone who's actually used one of these things for that) or if they just had lights come on at random for visual appeal.  [[User:Vangelis|Vangelis]] 20:24, 5 March 2011 (MSK)&lt;br /&gt;
Also seems that Remaster is now more unrealistic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:03, 11 November 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== The M4A1 ==&lt;br /&gt;
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From Hitman: Contracts Talk page: &amp;quot;HOW the hell can the M4 in COD4:MW be an M4 if it has a 16&amp;quot; non-stepped barrel? I say that is an AR-15A3 with a full auto lower, if something like that can exist&amp;quot; (Stated by bozitojugg3rn4ut)&lt;br /&gt;
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Does anyone else agree? I do. - [[User:Mr. Wolf|Mr. Wolf]] 17:34, 24 September 2011 (CDT)&lt;br /&gt;
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:I'm thinking the AR-15A3 is the most likely, but at any rate, here are the differences between the COD4 M4A1 a real M4A1. 16&amp;quot; heavy barrel (non-stepped), M16A1 flash hider, original M4 stock, M16A1 pistol grip (in 3rd person, can't see it in 1st), and a KAC RIS. Also, being a civilian gun could explain why the selector is set to semi. [[User:Alex T Snow|Alex T Snow]] 20:10, 24 September 2011 (CDT)&lt;br /&gt;
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::But the M4A1 in MW2 and MW3 have their selector switches set to semi too. :\ - [[User:Mr. Wolf|Mr. Wolf]] 22:02, 24 September 2011 (CDT)&lt;br /&gt;
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:::Yeah... but there were so many other things in those games I just call that lazy. AUG with no rear sight... [[User:Alex T Snow|Alex T Snow]] 23:41, 24 September 2011 (CDT)&lt;br /&gt;
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::::Which game? - [[User:Mr. Wolf|Mr. Wolf]] 18:12, 25 September 2011 (CDT)&lt;br /&gt;
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:::::MW2's AUG has no rear sight, an aftermarket rail-mounted front sight, and a 30 round magazine that holds 42 rounds. [[User:Alex T Snow|Alex T Snow]] 20:02, 25 September 2011 (CDT)&lt;br /&gt;
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::::::Aw, okay. Never played MW2 so I wouldn't know. - [[User:Mr. Wolf|Mr. Wolf]] 20:42, 25 September 2011 (CDT)&lt;br /&gt;
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::::::Don't, it will make you depressed :/ [[User:Alex T Snow|Alex T Snow]] 21:14, 25 September 2011 (CDT)&lt;br /&gt;
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:::::::Never planed too. :) - [[User:Mr. Wolf|Mr. Wolf]] 22:29, 25 September 2011 (CDT)&lt;br /&gt;
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::::::::This site's MW2 page has pics, they're enough [[User:Alex T Snow|Alex T Snow]] 00:13, 26 September 2011 (CDT)&lt;br /&gt;
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* Looks like this thread died... Bye Bye Thread. (P.S.: I still say that let's change it to AR-15A3. Will do it tomorrow if no one comes up with a good reason not to.) - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 15:20, 3 October 2011 (CDT)&lt;br /&gt;
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although not a solid reason i would just keep it. its not a big deal but for any onlookers there not going to understand it [[User:Dirtdiver6421|Dirtdiver6421]] 20:11, 3 October 2011 (CDT)&lt;br /&gt;
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:Or, they could learn what an AR-15A3 is :) [[User:Alex T Snow|Alex T Snow]] 20:38, 3 October 2011 (CDT)&lt;br /&gt;
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So am I the only one willing to write the barrel off as a modelling error and the rest as being due to the low-polygon third person model? [[User:The Wierd It|The Wierd It]] 09:46, 5 October 2011 (CDT)&lt;br /&gt;
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:If a modelling error makes one gun into another, then we cover it as the one the error made it into. [[User:Evil Tim|Evil Tim]] 10:21, 5 October 2011 (CDT)&lt;br /&gt;
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:Well, I've always insisted that the M4 in-game IS an M4 rather any other M16-based weapon, but I guess I was wrong and looking on the small details, it's a civilian AR-15A3. BTW, if talking about accuracies, have you noticed that the M203 mounted on the, eventually AR-15A3 :P, is actually the A2 version used for the M16A4, rather the A1? (noticed by the rail). I guess it ought be changed too :) --[[User:RaNgeR|RaNgeR]] 10:49, 5 October 2011 (CDT)&lt;br /&gt;
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Although if it was a 14-inch barrel I could almost argue it's a C8A1 fitted with an M4 carry handle. [[User:The Wierd It|The Wierd It]] 11:39, 5 October 2011 (CDT)&lt;br /&gt;
: Correction; [http://www.coltcanada.com/c8-page.htm C8A2] with M4A1 carry handle and M16A1 pistol grip; the A1 doesn't have the heavy barrel. [[User:The Wierd It|The Wierd It]] 12:58, 5 October 2011 (CDT)&lt;br /&gt;
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::If you measure the length of the rail system, and then the length of the barrel in front of the front sight of this &amp;quot;M4&amp;quot;, you can tell for sure it has a 16 inch barrel. I'm still thinking it's supposed to be the [http://www.coltcanada.com/sfw-page.htm C8SFW], the barrel's straight instead of stepped, but still 16 inches, one of the few with a standard 16 inch barrel. And 90% of the time you see a picture of the SFW, it has a KAC RIS. Oh, and it IS what the SAS use in real life as well, makes it more likely. Wow, this has got the be one of the hardest guns to identify... [[User:Alex T Snow|Alex T Snow]] 18:43, 5 October 2011 (CDT)&lt;br /&gt;
:::I really think you are giving the devs too much credit here with the appropriateness of the C8SFW for the SAS, especially as they call it an M4. There are quite a few Colt variants that have a 16&amp;quot; barrel as standard, the carbine sporter and LE variants. These would also be much more prevalent in the US for the developers to get a look at to base their weapon off of. The only distinguishing features of the C8SFW is the profile of the barrel and rupper pad on the butt, both of which are absent from this weapon.  --[[User:Commando552|commando552]] 19:21, 5 October 2011 (CDT)&lt;br /&gt;
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:You're forgetting the original style M4 stock, that's pretty important. [[User:Alex T Snow|Alex T Snow]] 20:49, 5 October 2011 (CDT)&lt;br /&gt;
::That is literally a 2 second job to change, and as I said before the SFW has a chunky rubber pad on the butt, which the game gun doesn't. Unlike the gun we have pictured for the site, AR15A3s can also have the fiberlite stock [http://www.expertoutfitters.com/index.php?main_page=product_info&amp;amp;cPath=22_62&amp;amp;products_id=197]. All of this is assuming it is a Colt rifle at all, for example it is a match for a [http://www.fulton-armory.com/fariflecal556mmupruniversalprecisionrifle-3-2-2-1.aspx Fulton Armory Classic M4], but that really is opening up a can of worms for something that probably only has a 16&amp;quot; barrel due to poor scaling of the 3rd person model.  --[[User:Commando552|commando552]] 05:13, 6 October 2011 (CDT)&lt;br /&gt;
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I see your point, but a rubber stock pad is as much a part of the gun as rail mounted optics, it's really not. Let's just go with the AR-15A3. The 16&amp;quot; straight barrel and old style stock are the most notable features, and it has both. [[User:Alex T Snow|Alex T Snow]] 05:36, 6 October 2011 (CDT)&lt;br /&gt;
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== Images ==&lt;br /&gt;
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I'm gonna bump the image sizes up to 600px, is that okay? - [[User:Mr. Wolf|Mr. Wolf]] 22:03, 7 November 2011 (CST)&lt;br /&gt;
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:Sounds fine to me :) [[User:Alex T Snow|Alex T Snow]] 23:05, 7 November 2011 (CST)&lt;br /&gt;
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== Inaccurate Recoil Info ==&lt;br /&gt;
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In the HK91 (G3) section the one photo says something along the lines that: ''Although firing a larger cartridge than the AK-47, the G3 is inaccurately depicted as having less recoil than the AK.'' The game is actually relatively correct that the G3 has less recoil than the AK, because the AK is a 6-7lb rifle firing full auto, and the G3 is a 10-12lb semi-automatic battle rifle firing a caliber (7.62x51 NATO) that really isn't that much more severe than the AK (7.62x39 Russian). --[[User:Ranger12|Ranger12]] 11:18, 8 November 2011 (CST)&lt;br /&gt;
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:Sounds right to me [[User:Alex T Snow|Alex T Snow]] 16:22, 8 November 2011 (CST)&lt;br /&gt;
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::Actually AKs usually weigh 8 lbs (stamped steel) or 10 lbs (milled steel), G3s weigh 9 lbs (G3A3) or 10 lbs (G3A4), plus real G3s are semi &amp;amp; full-auto (the one in-game is a HK91) and most people say it has a good kick like any other 7.62 NATO rifle. - [[User:Mr. Wolf|Mr. Wolf]] 17:05, 8 November 2011 (CST)&lt;br /&gt;
:::A G3 still has more recoil than an AK-47. Although the G3A4 is heavier (only by one or two hundred grams when both are fully loaded thanks to the &amp;quot;sturdy&amp;quot; AK magazine), the NATO round has quite a bit more energy than the 7.62x39. Did a (very) quick calculation and came out a loaded G3 having approximately double the recoil kinetic energy of a loaded AK-47.  --[[User:Commando552|commando552]] 17:17, 8 November 2011 (CST)&lt;br /&gt;
:::::Mmmmm sorry it really doesn't. I have a Saiga .308, which in the way I have it configured, weighs 10lbs loaded. The Saiga 7.62x39, which weighs 7lbs loaded, recoils as much as or more than the .308. Also, there are other factors being left out here. For one, the G3 is roller delayed recoil operated, which soaks up about 80% of the recoil alone. The AK is gas piston operated which soaks up only about 60% of the recoil. Another factor is the bullet itself. .308 tends to just &amp;quot;shove&amp;quot; your shoulder, whereas a 7.62x39 delivers a quick punch. (If you have shot these calibers you know exactly what I'm talking about). Lastly, a G3 has an 18&amp;quot; barrel, which offers more velocity to the .308 cartridge than the 16&amp;quot; barrel does to the 7.62x39, therefore calculations on velocity/energy vs recoil won't be accurate because it isn't a direct comparison. (you would need to compare 16&amp;quot; to 16&amp;quot; barrels, and as a rule of thumb, every inch different from the published velocity of a certain ammo adds or subtracts 50 fps for every inch added or removed). --[[User:Ranger12|Ranger12]] 18:28, 8 November 2011 (CST)&lt;br /&gt;
::::::The only factors I took into account were the muzzle velocity of the particular firearms, the weight of the bullet, the weight of the gun, and Newton's third law. In order for the world not the fall apart, the G3 definitely recoils with more energy than an AK-47. The exact manner in which it transfers this energy is a different matter. I can't say definitely as haven't shot them back to back, but I would agree that a G3 is more ''comfortable'' than an AK-47, but if you were to lay them both on a frictionless table and pull the trigger, the G3 would slide backwards faster than an AK-47. I have also shot a G3 full auto, and it is pretty damn hard to stay on target.  --[[User:Commando552|commando552]] 19:13, 8 November 2011 (CST)&lt;br /&gt;
::::::::Theoretically, you would be right. However the roller delayed blowback system significantly slows down the cycling of the gun and requires much of the recoil to operate the bolt, thereby reducing '''felt''' recoil. Technically, yes the G3 does have more recoil, but because of the operating system, you don't feel it nearly as much as on an AK. Don't get me wrong, it's one heck of a gun to control, however because of the type of action, the type of caliber, rounds per minute, and so on, the recoil on a full auto AK will be much worse than a semi-auto G3. Are we all cleared up? Thanks --[[User:Ranger12|Ranger12]] 19:46, 8 November 2011 (CST)&lt;br /&gt;
:::::::::Maybe recoil is the wrong word here, the MP5 (in-game at least) has tons, but that's not what we mean. What we're talking about is muzzle climb, or vertical recoil, not factoring recoil back into your shoulder, because you don't really see that in a game. [[User:Alex T Snow|Alex T Snow]] 19:48, 8 November 2011 (CST)&lt;br /&gt;
I still think the statement should be deleted because it obviously isn't true. Alex, I'm pretty sure it's safe to call muzzle climb &amp;quot;recoil&amp;quot; because in the game, that's what recoil is depicted as. If we want to switch out everything we talked about to muzzle climb, well it still would be wrong. In game, it's the same thing. --[[User:Ranger12|Ranger12]] 19:58, 8 November 2011 (CST)&lt;br /&gt;
:To be honest I haven't played the original Modern warfare, so have just looked up some videos of the G3 firing and it has ridiculously low recoil, its like a .22LR. Even if you click the mouse so fast it replicates full auto, there is zero muzzle climb. In real life, even if we are just talking about muzzle climb, in my experiencing a G3 firing on full auto has a lot more climb than an AK-47 firing on full auto. As for the operating systems absorbing recoil, I don't know where you are getting numbers like 80% from (so you think a G3 has 20% the recoil of a bolt action 7.62?) but no operating system can get rid of recoil energy (with the exception of turning negligible amounts of it into sound and heat) it will just change the way it is distributed over time. The bolt on an AK-47 is heavier due to the piston being attached, which meant that it might have a harder &amp;quot;kick&amp;quot; within the recoil when the bolt hits the rear, but the G3 has a possibly softer but much more sustained push, which will typically cause more muzzle climb. An analogy would be that you can push someone and punch someone with the same amount of energy, and they will be knocked over by the push but the punch will hurt more. I don't see anything untrue about the statement as it stands, but if it bothers you, get rid of the reference to the AK as it is unnecessary, and just change it to saying that the G3 has much lower recoil than it should creating zero muzzle climb even with rapid fire. --[[User:Commando552|commando552]] 06:31, 9 November 2011 (CST)&lt;br /&gt;
::I totally get what your saying. Those numbers I got are approximations from strictly my observations only. I own AK's and have shot CETME's along with dozens of other firearms, sometimes back to back. In full auto, yes. I 100% agree with your statement (although it would probably be considerably less of you were shooting prone or from a bipod). As for shooting it out of a bolt action, yes, shooting .308 out of a bolt action is at least 2x as hard on your shoulder than if you shot it out of a semi-auto. It may not be 80%, but you have to remember the other factors than just the operating system.&lt;br /&gt;
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::I also agree that the depicted recoil may be less than it should be, however, given weight, operating system, caliber, caliber gunpowder burn type (pretty technical but it plays in), gun weight distribution, etc. its pretty safe to say that the semi auto G3 will have less recoil than the full auto AK. Maybe not as less recoil as depicted, but less recoil nonetheless. --[[User:Ranger12|Ranger12]] 07:42, 9 November 2011 (CST)&lt;br /&gt;
:::I think the difference is that I'm comparing a full auto G3 to a full auto AK-47, whereas you are talking about a semi auto G3. I don't think this is a fair comparison though (which is suppose is a reason to get rid of or change the phrase in question, not because it is false but because it isn't a fair comparison), as any full auto rifle would have more perceived recoil and muzzle climb than a semi auto. A better comparison would be for a single shot from either gun, and in my opinion is that you would definitely feel more recoil from a single shot from a G3 as opposed to an AK-47.  --[[User:Commando552|commando552]] 09:51, 9 November 2011 (CST)&lt;br /&gt;
::::In short, I'll agree with that. There are other things to be factored in and bla bla bla, but in short, you've got it. Glad we could fix this. --[[User:Ranger12|Ranger12]] 10:50, 9 November 2011 (CST)&lt;br /&gt;
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== Revising the page ==&lt;br /&gt;
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Can I be the one to get the screen shots, I want one less page afflicted with your (Evil Tim) obsession with the number 400. It may take me a while (need to get a new copy of the game (didn't own an actual copy) and I will be addicted to Skyrim and BF3 on top of that), hope you can wait Tim and ignore this page like how I ignore your pages (jk! &amp;gt;:P).  I'm a merican, I do not like your 400px weapon images of &amp;quot;order&amp;quot; and you will never understand my &amp;quot;disorder&amp;quot;, because you're not an operator, you wouldn't understand. &amp;lt;br&amp;gt; - [[User:Mr. Wolf|Mr. Wolf]] 01:02, 26 November 2011 (CST)&lt;br /&gt;
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:Well, look at this page ''now'' and you can see a demonstration of different image sizes making things look messy. [[User:Evil Tim|Evil Tim]] 03:05, 26 November 2011 (CST)&lt;br /&gt;
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::I'm not talking about the caps, screen caps '''should''' be 600/500px, I'm talking weapon images. - [[User:Mr. Wolf|Mr. Wolf]] 21:46, 26 November 2011 (CST)&lt;br /&gt;
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:::No, I mean the page is an excellent large-scale demonstration of how messy it looks when there's no standard image size. Incidentally, the way I took my caps for MW3 was to get it on Steam (which has a built in screencapping function by pressing F12) and then use Setpoint to stick F12 on one of my spare mouse buttons. I currently have a Steam copy of MW since I &amp;quot;pre-ordered&amp;quot; MW3 (by thirty minutes, and 6 hours ''after'' it was released in stores here) so I might have a head start :D [[User:Evil Tim|Evil Tim]] 02:41, 27 November 2011 (CST)&lt;br /&gt;
:Well, the only thing that needs to be replaced are the weapons screenshots. - [[User:Kenny99|Kenny99]] 11:43, 27 November 2011 (CST)&lt;br /&gt;
::Yeah, the only thing that needs to be changed is basically the entire page. I can't believe we still have Gamespot and IGN watermarks and a picture of someone's TV screen for the Desert Eagle. Also, Kenny, the images you're uploading are nice, but gameplay images are better than model viewer images. Let's try and build this page out of images of what the game looks like while someone's actually playing it. EDIT: There, that's a few uploaded just as a demonstration. [[User:Evil Tim|Evil Tim]] 11:53, 27 November 2011 (CST)&lt;br /&gt;
:::Just a note, you're going to have to be quick with this, this page is so incredibly horrible I'm fighting the urge to overhaul it immediately. [[User:Evil Tim|Evil Tim]] 12:45, 27 November 2011 (CST)&lt;br /&gt;
::::I won't mess with it while you guys are changing it, but seriously, it's MacTavish. Mac. Not Mc. He is Scottish after all. [[User:Alex T Snow|Alex T Snow]] 17:33, 27 November 2011 (CST)&lt;br /&gt;
:::::Must admit I hadn't checked the spelling. Nevermind, the series makes it clear the entire population of the British Isles are actually Scottish so maybe Soap is one of the English kind of Scottish. [[User:Evil Tim|Evil Tim]] 21:07, 27 November 2011 (CST)&lt;br /&gt;
::::::Mac as opposed the Mc has nothing to do with whether he is Scottish or not. The voice actor is Scottish and his name is McKidd. Mc is just an abbreviation of Mac (used to be written as M'c) and is a personal preference thing. The thing about Mac being Scottish and Mc being Irish is a myth, you find both forms in both places.  --[[User:Commando552|commando552]] 03:46, 28 November 2011 (CST)&lt;br /&gt;
:::::::Good to know, I didn't mean to generalize. :/ Well, there's Soap and MacMillan who are Scottish, but Price, Gaz/Ghost/Wallcroft, and most of the other SAS members in this and MW3 are English if I remember correctly. [[User:Alex T Snow|Alex T Snow]] 13:46, 28 November 2011 (CST)&lt;br /&gt;
::::::::I've been told that in real life there are proportionally more Scots in the SAS than there should be. If you live in a country where the thistles are waist high and nobody's invented trousers, you're going to toughen up a bit I suppose.  --[[User:Commando552|commando552]] 15:54, 28 November 2011 (CST)&lt;br /&gt;
:::::::::Hahahahaha very true :) [[User:Alex T Snow|Alex T Snow]] 18:20, 28 November 2011 (CST)&lt;br /&gt;
::::::::::I would know, I have Scottish ancestry. :D - [[User:Mr. Wolf|Mr. Wolf]] 19:12, 28 November 2011 (CST)&lt;br /&gt;
:::::::::::Cool :) [[User:Alex T Snow|Alex T Snow]] 01:07, 29 November 2011 (CST)&lt;br /&gt;
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== Not an AK-47 ==&lt;br /&gt;
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The game gun is not based on an AK-47 as it has a stamped upper and lower receiver. However it lacks the AKM dimple, so my guess would be that it is actually based on a [[AK-47#Romanian_WASR|WASR-10]]. The rivets are in slightly the wrong place though, and it has a random plate stuck on the side behind the handguard so might be something else, but at the very least I think it should be labelled as an [[AKM]] variant.  --[[User:Commando552|commando552]] 13:00, 29 November 2011 (CST)&lt;br /&gt;
:You know these guys, it's probably based on some Airsoft hybrid like the &amp;quot;AK-74U&amp;quot; was. [[User:Evil Tim|Evil Tim]] 13:02, 29 November 2011 (CST)&lt;br /&gt;
::Just noticed as well that it has the AK-47 type front sight, so it is either based on something obscure, a custom, airsoft, or imagination.  --[[User:Commando552|commando552]] 13:05, 29 November 2011 (CST)&lt;br /&gt;
:::I think &amp;quot;most likely based on an Airsoft gun&amp;quot; is probably the best bet for the article. We know they do that, and it's vastly more likely than that they picked an obscure AK variant. [[User:Evil Tim|Evil Tim]] 13:12, 29 November 2011 (CST)&lt;br /&gt;
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::::I agree. Saying most likely based on an airsoft gun is best, if only to avoid confusing everybody :/ [[User:Alex T Snow|Alex T Snow]] 16:07, 29 November 2011 (CST)&lt;br /&gt;
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Is it possible that &amp;quot;AK-74U&amp;quot; in [[Battlefield 2#AKS-74U|Battlefield 2]] was based on Airsoft hybrid too? [http://images.wikia.com/battlefield/images/1/1d/BF2_AK-74U.png Its image] --[[User:Masterius|Masterius]] 08:02, 12 April 2012 (CDT)&lt;br /&gt;
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:Yep, that's the same as the COD4 one except for the 74U stock and 5.45mm magazine. [[User:Alex T Snow|Alex T Snow]] 12:43, 12 April 2012 (CDT)&lt;br /&gt;
::It is slightly different as it has the correct stamped receiver as opposed to the milled one on the COD4 gun along with the above differences. --[[User:Commando552|commando552]] 13:10, 12 April 2012 (CDT)&lt;br /&gt;
:::Good catch :) [[User:Alex T Snow|Alex T Snow]] 14:38, 12 April 2012 (CDT)&lt;br /&gt;
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== Price is Price's grandson ==&lt;br /&gt;
While I agree it was most likely a joke at first, as MW Price became such an important character and so well liked they must've felt they had to clear this up and someone from IW (from the model department no less) said that he is his grandson. [[User:Alex T Snow|Alex T Snow]] 01:56, 15 December 2011 (CST)&lt;br /&gt;
:It's never officially stated in the games themselves if they're even related, just an informal interview. Doesn't really dignify including it. [[User:Evil Tim|Evil Tim]] 02:46, 15 December 2011 (CST)&lt;br /&gt;
::Okay :/ [[User:Alex T Snow|Alex T Snow]] 09:38, 15 December 2011 (CST)&lt;br /&gt;
:::Plus we know from Price surviving being shot in the head, Macmillan surviving a helicopter falling on him, Zakhaev being fine after having his arm blown off in the middle of nowhere, Petrenko surviving due to being handed a Russian flag and Ghost TOTALLY NOT BEING GAZ that death in the CoD universe works on the honour system. [[User:Evil Tim|Evil Tim]] 17:16, 15 December 2011 (CST)&lt;br /&gt;
:::: When'd he get shot in the head? [[User:The Wierd It|The Wierd It]] 17:28, 15 December 2011 (CST)&lt;br /&gt;
:::::Fairly sure that was where Zakaev shot him at the end of 4. [[User:Evil Tim|Evil Tim]] 19:13, 15 December 2011 (CST)&lt;br /&gt;
::::::[http://www.youtube.com/watch?v=PAENNWtb0DU Nope], he shoots another similarly dressed guy in the head, Price is the one that slides the pistol over after this point. Price's fate is initially ambiguous, as you see a Russian soldier attempting CPR.  --[[User:Commando552|commando552]] 19:20, 15 December 2011 (CST)&lt;br /&gt;
::::::Yeah, that was Gaz that Zhakaev shot in the head, not Price. Also, not trying to ignite an argument about it, but having the same voice actor doesn't make Gaz and Ghost the same person. Going by that logic, Naomi Hunter and Emma Emmerich from the MGS franchise must be the same person because both were voiced by Jennifer Hale, and Resident Evil's Leon S. Kennedy and Specter the SEAL from the SOCOM games must be the same person because both were voiced by Paul Mercier. [[User:Spartan198|Spartan198]] 19:24, 15 December 2011 (CST)&lt;br /&gt;
:::::::Well sure, but neither of those died only to be replaced by a character called ghost wearing a skull mask he never takes off. It's pretty obviously supposed to be a joke rather than him actually being undead Gaz, but still. [[User:Evil Tim|Evil Tim]] 19:50, 15 December 2011 (CST)&lt;br /&gt;
:::::Undead Gaz sounds like something Treyarch would try. Anyway, I read the Ghost comic book series, and he has his own backstory. It's just weird they'd bring in Craig Fairbrass to do the role again, he has such a distinctive voice. --[[User:Funkychinaman|Funkychinaman]] 22:21, 15 December 2011 (CST)&lt;br /&gt;
::::::He's also in MW3, voicing Wallcroft, who was in this :) [[User:Alex T Snow|Alex T Snow]] 01:56, 16 December 2011 (CST)&lt;br /&gt;
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== C8 Link Help :( ==&lt;br /&gt;
I don't know how to link things to places part way down pages, so could someone fix the red C8 link in the AR-15A3 section? [[User:Alex T Snow|Alex T Snow]] 02:57, 9 February 2012 (CST)&lt;br /&gt;
:The correct markup is PAGENAME#SECTIONNAME [[User:Evil Tim|Evil Tim]] 06:28, 9 February 2012 (CST)&lt;br /&gt;
::Thanks :) [[User:Alex T Snow|Alex T Snow]] 18:41, 9 February 2012 (CST)&lt;br /&gt;
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== M21 Scope ==&lt;br /&gt;
Can anyone ID the M21's scope? I'm not very good with rifle scopes.&lt;br /&gt;
[http://images1.wikia.nocookie.net/__cb20120119193148/callofduty/images/3/33/M21_4.png Here], [http://images1.wikia.nocookie.net/__cb20100717003122/callofduty/images/d/d5/M21-.JPG here], [http://images1.wikia.nocookie.net/__cb20110604031102/callofduty/images/0/08/M21Desert.png here], and [http://images3.wikia.nocookie.net/__cb20120122190016/callofduty/images/7/75/Woodland_M21_CoD4.png here]. [[User:Alex T Snow|Alex T Snow]] 20:54, 13 June 2012 (CDT)&lt;br /&gt;
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:I believe it is a Leupold scope of some sort, maybe a Mark 4 as seen fitted on many other sniper rifles. --[[User:RaNgeR|RaNgeR]] 06:06, 14 June 2012 (CDT)&lt;br /&gt;
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::Thanks! That narrowed it down enough, and I think I figure out exactly what it is, the [http://www.leupold.com/tactical/products/scopes/mark-4-ert-riflescopes/mark-4-6-5-20x50mm-ert-m5-front-focal/ Leupold Mark 4 6.5-20x50mm ER/T M5]. Yes, that ''is'' as short as Leupold names come. The rear end seems to be enlarged in game, most likely something to do with the scoping-in animations working properly, and the whole thing is also mirrored. [[User:Alex T Snow|Alex T Snow]] 10:36, 14 June 2012 (CDT)&lt;br /&gt;
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::Well, then, glad to be at your service, M8 :) --[[User:RaNgeR|RaNgeR]] 11:49, 14 June 2012 (CDT)&lt;br /&gt;
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== Thing On Price's Vest ==&lt;br /&gt;
Not really firearm related, but does anyone know what the small round object is on the chest part of Price's vest? It's beside the flag patch. [[User:Alex T Snow|Alex T Snow]] 16:38, 2 July 2012 (CDT)&lt;br /&gt;
:I can't find any good images of it right now so can only see that it is round, but would guess that it is a PTT radio switch of some sort. The quintessential one that has been seen used by the British SAS is the [http://www.selex-comms.com/internet/localization/IPC/media/docs/ct401.pdf Selex CT401 Audio Harness].  --[[User:Commando552|commando552]] 17:57, 2 July 2012 (CDT)&lt;br /&gt;
::A PTT, that makes sense. And the one you linked is probably the same one :) [[User:Alex T Snow|Alex T Snow]] 02:35, 6 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Removal of guns from Main Page==&lt;br /&gt;
In my case (I wasn't the original remover) I re-removed the Glock entry and put it here on the talk page because I didn't think it a legitimate entry - The entry stated the gun only appears in those icons, which in my view doesn't constitute a real 'appearance' in-game, unlike the statues and posters in the game with the other weapons (and even those are debatable to some). One reference I make is the page for the original [[Half-Life]] - the shotgun icon shows an Ithaca &amp;quot;Stakeout&amp;quot; shotgun but no such weapon appears elsewhere in the game. As such, there is no entry for that weapon. There '''is''' a mention of it on the page, but no individual listing because again, outside of that one icon, the weapon is not in the game at all. Same thing here. I also removed the last Kalashnikov entry for the same reason - it references a weapon in picture files but not even in the game itself. It is notable enough to make a mention, hence why I moved it to the Talk Page, rather than just do away with it completely. But again I don't think it warrants its own section. If an admin would weigh in, I'll certainly defer to them. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:19, 20 February 2014 (EST)&lt;br /&gt;
:I usually don't handle games, but if the AK doesn't actually appear anywhere, then it's hard to justify its inclusion here. As for the Glock, statues and the poster, I believe there is precedent for those. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 22:23, 20 February 2014 (EST)&lt;br /&gt;
:: If they're equated the same, then fine by me. Sorry for the extraneous edits. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:25, 20 February 2014 (EST)&lt;br /&gt;
:::I'm okay with the 74u being moved to the talk page, I suppose it doesn't really count. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:29, 20 February 2014 (EST)&lt;br /&gt;
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== M2H in &amp;quot;Charlie don't surf&amp;quot; ==&lt;br /&gt;
The MG outside the level is a MG42 not a M2 i think. [[User:Nintendow131|Nintendow131]] 21:47 21 April 2014 (EST)&lt;br /&gt;
:It has the MG42 icon but is definitely the M2HB from the technical seen earlier as shown by the blocky reciever.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:41, 22 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inaccurate use of the RPD ==&lt;br /&gt;
&lt;br /&gt;
Please someone of the admins add that the use of the RPD by Russian Forces is inaccurate, since it was replaced by the [[PKM]] (or the PKP Pecheneg). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:13, 1 May 2014 (EDT)&lt;br /&gt;
:As is the AK-47, along with the USP and M21 for the SAS, and AR-15A3 and 92SB for the US, etc. There's lot of this in this game, I'm not sure it's worth pointing out for everything. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:52, 1 May 2014 (EDT)&lt;br /&gt;
:::Yeah, right, the [[HK417]] would make more sense than the M21. ''(EDIT: It can't be in the levels set in 1996, since the HK417 was made in 2005; the Acc. Int. AW could be put instead.)'' --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:40, 5 May 2014 (EDT)&lt;br /&gt;
::::They would be more likely to be using an accurised G3 variant (particularly when this game was made). The SAS did get some HK417s to supplement the old G3s, and they were also adopted by the SFSG when they needed a DMR. However, with the adoption of the L129A1 I believe the HK417 has been phased out with the SFSG and replaced, and wouldn't be surprised if the same has happened with the SAS/SBS. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:42, 5 May 2014 (EDT)&lt;br /&gt;
:::::These weapons (G3/L129A1) should be added to [[List of firearms used by British Armed Forces|this page]], then. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:50, 12 April 2015 (EDT)&lt;br /&gt;
::::::The G3 is already on it and the L129 hasn't appeared in any media yet to warrant its inclusion. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 09:56, 13 April 2015 (EDT)&lt;br /&gt;
:::::::The G3KA4 carbine version is on it, but I think C552 was talking about a longer-range variant (that might have to be included in the sniper/DMR section), wasn't he? And regarding the L129A1, [[:File:LMT LM8MWS.jpg|a variant of it]] does appear in media, so we can add info about it (we're ok with spare images on talk pages). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:19, 13 April 2015 (EDT)&lt;br /&gt;
::::::::I don't think there being a variation of its base system seen in one movie is enough to warrant its inclusion. The [http://www.beretta.com/en-us/m9a3/ Beretta M9A3]] isn't on the [[Beretta 92 pistol series]] page for that same reason. There are 20+ more variants of the [[M1 Garand]], but they aren't included just because they're variations of the original M1. Just have some patience, the L129 will end up in a CoD or Battlefield title sooner or later. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:57, 13 April 2015 (EDT)&lt;br /&gt;
::Heck, the RPD makes some sense given the Second Russian Civil War, ostensibly both sides would make use of whatever old ComBloc arms they could find.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:42, 1 May 2014 (EDT)&lt;br /&gt;
:::Yeah, but it is a bit weird having it show up but not the PKM and RPK in greater quantities, since it's not like either of those is particularly new or hard to get hold of. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:28, 13 April 2015 (EDT)&lt;br /&gt;
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== USP ==&lt;br /&gt;
&lt;br /&gt;
The USP used in the Modern Warfare titles is the USP Tactical (as seen [http://img1.wikia.nocookie.net/__cb20120122131120/callofduty/images/7/7b/USP.45_menu_icon_CoD4.png here] and [http://img1.wikia.nocookie.net/__cb20120122130731/callofduty/images/9/9c/USP_.45_menu_icon_MW2.png here]), as evidenced by the longer barrel, not the standard USP. Please can someone unlock the page (as well as the MW3 page)? I don't think it is really needed to keep them protected. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:20, 4 August 2014 (EDT)&lt;br /&gt;
:The menu icon there what looks like both a longer barrel, and oddly a longer guide rod; it appears to just be an error with that picture, since IIRC there's no extended barrel in either the first person or third person models. MW2's USP, the second picture, is a different in-game model and I think it's the Tactical. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:25, 4 August 2014 (EDT)&lt;br /&gt;
::The page states that it actually has an extended barrel in CoD4, and I just tested it in MW2 and MW3, where it also has one. For some reason, the MW pages state that it is a standard USP with an incorrect extended barrel. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:50, 4 August 2014 (EDT)&lt;br /&gt;
:::The gun model lacks the &amp;quot;Tactical&amp;quot; markings on the slide and it has the standard USP rear sight rather than the adjustable one used on the Tactical which suggest that this pistol is actually a standard model with an extended barrel.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:05, 4 August 2014 (EDT)&lt;br /&gt;
::::That makes sense, but usually the CoD developers write anything they want on the gun markings. And the iron sights part isn't a big deal, since in MW3 (which page state the presence of both the standard and tactical variants) the tactical variant is shown with the iron sights of the standard USP. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:13, 5 August 2014 (EDT)&lt;br /&gt;
:::::Swapping in a threaded barrel is about on par with giving on original M16 a birdcage flash hider, it doesn't make it an A1. Markings &amp;gt; iron sights &amp;gt; threaded barrel [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:00, 5 August 2014 (EDT)&lt;br /&gt;
:::::I'm fairly sure what's going on with the old USP is it was originally modelled as a Mark 23 (as evidenced by the LAM unit) and they didn't take the extended barrel off when they reworked it as a USP. The extension is shorter than the one on the actual USP Tactical in MW3, and it doesn't have the other features one would expect of a USP Tactical. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:01, 28 September 2014 (EDT)&lt;br /&gt;
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I posted a comparison of the three on the MW3 talk page, in fact, here:&lt;br /&gt;
&lt;br /&gt;
[[Image:MW1-USP-2.jpg|thumb|none|600px|Standard USP in ''CoD4''. ''Barely visible'' barrel, slide says &amp;quot;(HK logo or something like it) USP .45 Auto.&amp;quot; This is a USP 45.]]&lt;br /&gt;
[[Image:MW3-Nottactical.jpg|thumb|none|600px|Standard USP from ''MW2'' in ''MW3''. Slide wording &amp;quot;(front cocking serration) USP .45 Auto.&amp;quot; Has ''very slightly'' visible projecting barrel. This is a USP 45.]]&lt;br /&gt;
[[Image:MW3-USPTac-1.jpg|thumb|none|600px|USP Tactical model. Slide says &amp;quot;USP Tactical .45 Auto,&amp;quot; has ''highly'' visible (and therefore longer) projecting barrel. This is a USP Tactical.]]&lt;br /&gt;
&lt;br /&gt;
This is also visible if you compare the third-person models: the USP Tactical in MW3 has a longer barrel. To compare the real guns:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|400px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|400px|H&amp;amp;K Mark 23 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
The smaller projecting barrel is pretty consistent with the Mark 23; that means it's an incorrect addition to the USP. Maybe if we didn't also have the Mark 23 LAM on the USP in the first game we could argue it was always supposed to be a USP Tactical, but with it we have a totally consistent reason for the differing barrel length in MW3 versus the other other two. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:18, 28 September 2014 (EDT)&lt;br /&gt;
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:So it's a standard USP45 with the barrel (end) and LAM of a Mk 23, makes sense. Also, the MW2 USP45 features the Mk 23's rear sight, which is rather odd since otherwise it's a copy-paste, aside from the light which I believe is the proper USP45 light (forget the name). And yes, the CoD4 one has the HK logo. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:42, 29 September 2014 (EDT)&lt;br /&gt;
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== kurzer 8cm Granatwerfer 42 ==&lt;br /&gt;
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Can somebody please add the link to this page? http://www.imfdb.org/wiki/Granatwerfer_42_Mortar ?? I cannot edit this sight, looks like it has been locked? -Hchris&lt;br /&gt;
:I just went to do that, but it's locked for me too. Who can help? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:25, 28 September 2014 (EDT)&lt;br /&gt;
::Done. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:30, 28 September 2014 (EDT)&lt;br /&gt;
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==P90 in Ukraine is Anachronistic==&lt;br /&gt;
&lt;br /&gt;
Very heavily so. In the near-future timeline set forth in ''Mw3'', both missions in Pripyat take place in 1996; the FN P90 TR didn't even ''exist'' until 1999, and finding them in the hands of random dirt eating terrorists at the ass-end of nowhere seems a bit far-fetched (not to say its appearances elsewhere aren't possible, if highly implausible). However, on top of that, the game itself never gives any indication as to when these missions take place; assuming, as most of us probably did, it takes place in the year it came out (2007), that means the mission in question took place in 1992, just a year after the factory standard P90 even entered production. Worth noting?--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 23:23, 11 August 2015 (EDT)&lt;br /&gt;
:That and the G36C was not around in 1996 either, although the setting of a fictional Russian civil war post Soviet collapse might mean a lot of small arms developed at a faster rate?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:34, 12 August 2015 (EDT)&lt;br /&gt;
::Yeah, the P90 TR's anachronism is worth mentioning. Regarding the date, the MW3 flashback to Pripyat reveals it to be 1996. The date was even somehow implied in CoD4 when Price said in a cutscene &amp;quot;a decade&amp;quot; after the Chernobyl disaster, which occurred in 1986. &amp;lt;strike&amp;gt;Btw AgentGumby don't forget to sign your posts.&amp;lt;/strike&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:13, 12 August 2015 (EDT)&lt;br /&gt;
:::Yeah, the Pripyat missions are 1996 and the story proper is 2011. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 12 August 2015 (EDT)&lt;br /&gt;
::::I don't think you could use the civil war as the reason, since it wasn't happening yet in '96 in Call of Duty's timeline, it was just an arms deal. Price's voiceover implies the conflict has only just started in 2011. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:19, 13 August 2015 (EDT)&lt;br /&gt;
:::::The Ultranationalists are shown disposing a lot of Loyalists corpses in the vehicle graveyard, so I figured the conflict was going on prior to 2011.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:58, 13 August 2015 (EDT)&lt;br /&gt;
::::::I don't think they were Loyalists in the Civil War sense; MacMillan notes they had eliminated the men they couldn't buy out, so it seems to just be good old fashioned arms dealing and such. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:11, 13 August 2015 (EDT)&lt;br /&gt;
:::::::Can someone unlock the page so it can be done, or make the edit? It's currently locked. Also, we might want to mention the &amp;quot;remaster&amp;quot; IW is doing in the page's description. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 12:17, 9 May 2016 (EDT)&lt;br /&gt;
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==M16A4==&lt;br /&gt;
&lt;br /&gt;
The [[:File:M16A4withANPEQ&amp;amp;ACOG.jpg|image with KAC M5 railed handguard]] should be added in addition to the one with A2 handguard, since that's the actual first-person model when not using the M203. I was also thinking at first if we add [[:File:M16A1wA2Handguards.jpg|the one for the M16A1 with A2 handguard]] regarding the third-person model, but the problem is that the model probably still has the A2 fixed stock (used on the real M16A4), so here I don't know. By the way does the page still need to be indefinitely sysop-protected? It was only done due to an edit warring that happened almost two years ago. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:45, 14 December 2015 (EST)&lt;br /&gt;
:That doesn't look like a KAC M5. There's no cutout at the front for the M203 mount.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 16:48, 7 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD4 Remastered==&lt;br /&gt;
Is it me, or they changed the AK-47 model to that of an AKM in the remastered version? (as seen in the recent Crew Expendable gameplay video) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:45, 17 July 2016 (EDT)&lt;br /&gt;
:I honestly can't tell those sorts of AK features at a glance, but I ''can'' tell you the M4 now has an LE stock instead of the older C7-style stock, an M203 cut in the barrel (though it still looks like a 16&amp;quot; to me), and very notably a front sight. Also, the USP's hammer is now cocked, and the M4 Grenadier's EOTech 552 is one of those newer, smaller EOTechs. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:29, 17 July 2016 (EDT)&lt;br /&gt;
::Neither can I confirm if it is really an AKM, but one sure thing is that the weapon now has a stamped receiver. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:11, 17 July 2016 (EDT)&lt;br /&gt;
:::[http://www.youtube.com/watch?v=KLw4ytBsZfU Here's] some interesting stuff. In addition to the AKM, the game now features an actual AKS-74U (with still an underfolding stock though) instead of the 7.62x39mm shortened abomination from before, as well as a genuine M4A1 (with the selector correctly set to full-auto) instead of AR-15A3. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:38, 4 September 2016 (EDT)&lt;br /&gt;
::::That RPD is sexy, I just wish there was a more contemporary RPK variant and a Makarov.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:04, 4 September 2016 (EDT)&lt;br /&gt;
:::::I'd have also wished things like that (as well as an AK-74M), but nah, as of now they chose to keep same weapons with still the same incorrect names like AK-74u and M4 Carbine. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:11, 4 September 2016 (EDT)&lt;br /&gt;
I like how the hammer on the Deagle isn't properly cocked. At this point i wonder if game devs have some agenda against cocked hammers and fire-selectors being in the correct position.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:55, 4 September 2016 (EDT)&lt;br /&gt;
:The weird thing is the new USP model has its hammer cocked. I where the M1911's hammer will end up, as it was half-cocked in the original. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:49, 4 September 2016 (EDT)&lt;br /&gt;
::Drift0r has another video where he uses the M1911 at the end, it has a properly cocked hammer now. It looks it might be different from the Springfield PX9109 model.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:36, 4 September 2016 (EDT)&lt;br /&gt;
::: Honestly i was expecting the Desert Eagle to have its current production picatinny rails, same for the MP5N and not its wide tropical handguard, kinda dissapointed in that aspect but everything else looks great, imma just get this one since IW seems to follow Black Ops 3 mechanics and i prefer MW trilogy over BO so call me weird if you want.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 10:34, 5 September 2016 (EDT)&lt;br /&gt;
::::I found the other weapon modeling change: almost all weapon, the actual modeled bullets in the magazines. M9, now correctly modeled with cocked hammer and finger support trigger guard. Mini Uzi, the mysterious fingerprint are now removed. P90 and G36C, the bullets in the magazines are actually disappear. --[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 13:08, 6 September 2016 (EDT).&lt;br /&gt;
:::::That I really like, bullets actually disappearing in clear mags [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:24, 6 September 2016 (EDT)&lt;br /&gt;
::::::I also found the LMG's reload animation change. Like in BF4's PKP, Remastered reload animation has the charging handle pulled last rather than at the start of a reload in original.--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 16:17, 6 September 2016 (EDT) &lt;br /&gt;
I think they also replaced most of the sounds of the guns to a different game. From the video, they guy claims some of the gun sounds like the Desert Eagle is from MW3, which is more beefier. Which I don't have a problem with. And interesting to see the AKS74U with an under folder stock instead of the correct side folder. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 09:57, 6 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Damn, even ''I'm'' impressed with this remaster. Weapon world models actually look like skilled modeler made them, as opposed to the original game's models looking like they were drawn by an untalented 5 year old. Shame that the M203 still isn't scaled right, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:35, 6 September 2016 (EDT)&lt;br /&gt;
I'm not too impressed so far, some of the animations are sorta crap, the gas block on the M16 still dissappears when you mount an optic on it. That uncocked hammer on the Deagle is seriously annoying, the hammer on the RPG is also uncocked, the AK is still not an actual AK47 (wububb) or maybe it is idk.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:24, 6 September 2016 (EDT)&lt;br /&gt;
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:Really? Well, that sucks. My level of impressed just went down drastically. But then again, I've only looked at screenshots rather than gameplay videos. It's not as if I was going to buy it, though. The arcadey gameplay was what turned me off to CoD and I highly doubt it will ever change. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:16, 6 September 2016 (EDT)&lt;br /&gt;
::[https://www.youtube.com/watch?v=FYf7K8fDhv0 This video] shows off a low profile gas block on the M16 (at least on the world model), praise be to Eugene Stoner. AK looks like an AKM given the slant muzzle brake, but that makes more sense anyway.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:35, 6 September 2016 (EDT)&lt;br /&gt;
That low-profile gas block is ''real'' nice.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:36, 7 September 2016 (EDT)&lt;br /&gt;
:It still baffles me as to why they do that in shooters. In one of the betas for Battlefield 3, they actually had you using a standard M4 with a fixed front sight post with an EOtech over it I think but then they changed it. Something to do with perspective changes for objects in a game. I just think gamers have problem with seeing the front sight post int front of their optics. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:54, 7 September 2016 (EDT)&lt;br /&gt;
::No, they didn't. Front sight post is still present with the EOTech in BF3, at least in single player. It wasn't present with an ACOG, though, which is kind of half right because in reality the magnification [http://i342.photobucket.com/albums/o434/moose00015/P1020667.jpg blurs it out to the point where it's ''almost'' invisible]. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:51, 8 September 2016 (EDT)&lt;br /&gt;
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&lt;br /&gt;
As stated above, the LMG's charging handle is pulled after changing belt box instead of before like it used to. However, it is still pulled even if the belt box wasn't empty. Isn't this incorrect/impractical? Or it should be done this way due to the functionality of belt-fed open-bolt machine guns? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:58, 7 September 2016 (EDT)&lt;br /&gt;
:Sauce on this? I've only seen the M60, which is the same as it was in 2007.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:23, 7 September 2016 (EDT)&lt;br /&gt;
::at 5:00 https://m.youtube.com/watch?v=QEpiEF5wX38--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 12:16, 7 September 2016 (EDT)&lt;br /&gt;
:::&amp;quot;Sauce&amp;quot; lelelelelel--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:41, 7 September 2016 (EDT)&lt;br /&gt;
::::Lol didn't know that they made an exception for the M60. Anyway, the full reloading animation of the RPD is [http://www.youtube.com/watch?v=8Emcn6o52Ac here] at 4:54. And per my question above, does anybody know what's the correct way to cock the weapon? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:48, 7 September 2016 (EDT)&lt;br /&gt;
:::::There isn't really any correct way on most open bolt weapons. For belt fed machine guns, it can be [https://youtu.be/GfJkU4Sah8I?t=48 both] [https://youtu.be/vdpdD71a8cs?t=217 ways] as far as I've seen. For a mid-magazine reload, you shouldn't need to rack the bolt and forth.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:00, 7 September 2016 (EDT)&lt;br /&gt;
::::::On most machine guns there is a correct way, but it is totally dependent on the weapon. An FN MAG can be done both ways, an M60 has to be cocked before you load a belt, and an RPD has to be cocked after the belt is in. As for whether the bolt needs to cycle after a partial reload, you wouldn't have to for an M60 but I think you might for the RPD to lock the first round on the belt into the right place (so in this case you would have to remove the current belt, dry fire the gun, load a new belt and cock the bolt). As for non belt fed open bolts it generally doesn't matter, it is how the particular belt feed works on a weapon that makes it a complicated issue.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:27, 10 September 2016 (EDT)&lt;br /&gt;
:::::::Thanks man; then in this case the M60's reload remaining the same as in 2007 is correct. Btw it means that there's a lot of belt-fed LMGs (in the CoD and BF series) to check on whether their reload/cocking operations are correct or not, lol. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:59, 10 September 2016 (EDT)&lt;br /&gt;
::::::::Emm... apparently [http://youtu.be/UAIByp3l2Bc?t=470 that guy] cocked the RPD before the belt is in. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:10, 13 December 2016 (EST)&lt;br /&gt;
:::::::::Due to how that is edited, we do not know for sure when he cocked the gun. The cocking isn't shown on camera in a continuous shot with it being fired so it could have been before of after. From most stuff I have seen the action is cocked after a belt is inserted, as cocking the bolt back is what moves the belt into the correct position to strip the first round off of the belt. If you look [https://youtu.be/3vGbL45_qVs?t=6m57s here], [https://youtu.be/oSJPK5vtqJ8?t=2m30s here], [https://youtu.be/GsCytQvqapM?t=1m58s here], [https://youtu.be/SvOMGasmTa8?t=42s here], or [https://youtu.be/3eQP2ogsrt4?t=42s here], all of these guys seem to cock it after loading the belt, and in most cases (where the angle allows) you will see that the belt or starter tab moves through the action as the bolt is pulled back. If the bolt wasn't pulled back after the belt was loaded, there would be no round in line with the chamber. It may be that the guy in the video you posted is effectively skipping a step by putting the second round on the feed pawls so that there is a round in line with the chamber, but I am fairly sure this isn't how you are meant to load it and I imagine it would have a higher likelihood of something going wrong. I have actually fired an RPD years ago and I believe I charged the bolt after it was loaded with a belt. However, if I remember correctly I didn't open up the feed tray and just pulled the belt through the action by the starter tab so this may be different to what you can do with the feed tray open.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:41, 13 December 2016 (EST)&lt;br /&gt;
::::::::::Yeah, I should have mentioned initially that it isn't a continuous shot. Maybe when he was about to fire again, he noticed that he forgot to pull the bolt and didn't show this in the final editing :P who knows. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:14, 14 December 2016 (EST)&lt;br /&gt;
I don't know if anyone noticed it but the screen gets stained in blood if you kill someone with the knife, similar to some of the MGS games, could also get bloodier if you shoot  from close range, since it's basically the same results just saying.. but nice little detail if you ask me.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:47, 7 September 2016 (EDT)&lt;br /&gt;
I'm also wondering when you look down the EOtech, will it take up the whole screen like in the original or less like in the later editions [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:07, 9 September 2016 (EDT)&lt;br /&gt;
:[http://www.thefirearmblog.com/blog/2016/08/09/eotech-fails-epiclly-best-thing-owners/ This will happen]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:16, 9 September 2016 (EDT)&lt;br /&gt;
::The Beretta has the correct model now, that's all I care about. :) Also, MP5 selector switch still pointing at a wrong angle :( [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] ([[User talk:Bozitojugg3rn4ut|talk]]) 14:34, 10 September 2016 (EDT)&lt;br /&gt;
:I'm expecting the EOTech to work like it does in later games. Remember, the reason it took up the whole screen back in the day was because it was the singleplayer equivalent of the ACOG, same (incorrect) zoom with none of the idle sway. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 15:31, 22 September 2016 (EDT)&lt;br /&gt;
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After watching some of the footage that are out now, I really wished they put new gun models instead of just retexturing the older looking guns. Some are ok, but after getting into guns, the M4 with the weird red dot and no front sight or back up irons is just...weird. They could have added guns from the later COD games for the hell of it. In Ghost, they finally gave us a SIG handgun. Could of went back and give all the SAS guys SIGs. They could have just pulled the M4 model from MW2 or MW3 for shits. I really hope when I look down the sights of an EOtech for this game, it doesn't take up the entire screen. That was one thing I was glad they fixed in MW2 and beyond. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 18:04, 3 October 2016 (EDT)&lt;br /&gt;
:Gonna disappoint ya bubba but the EOtech still takes up the whole screen.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:54, 3 October 2016 (EDT)&lt;br /&gt;
::I know. I've been playing it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]])&lt;br /&gt;
&lt;br /&gt;
==Always red dots in modern warfare==&lt;br /&gt;
A particular trend I noticed starting with MW is pretty much all shooters need to give the play some kind of optic, either a red dot or something. Even in time periods where there shouldn't be a proliferation of red dots, we see red dots. Like COD Black Ops. It's like game developers and even fans of today's shooters can't live without red dots on their weapons. Going back to this game, the time it came out even the SAS still used plain MP5s with no sights on them and tons of Marines and soldiers deployed did not have optics of any sort on their rifles, yet in this game for the majority of playthrough, your starting weapon most likely has some sort of optic aside from the SAS missions with the MP5. It's always kinda bothered me how that trend translated into gaming and even with the release of Battlefield 1...we see very primitive optics like scopes on rifles that didn't have them back in WWI. As if the developers are so used to optics, they can't imagine a time when they didn't exist or not common. COD Black Ops is so guilty of this that they had to created shit for the M16 type rifles like completely removing the carrying handles to model mounts almost as if they were half assing models from previous games but because the size difference isn't right, they couldn't just mount shit on top of the carrying handles. It was only on a promotional poster for Black Ops where I see the shorty M16 with the old Colt scope on the carrying handle and also...incorrect magazine counts. Would it kill these developers to have accurate ammo count. MW2 had a SCAR-H with 30 rounds and Black Ops had the 20 round M16 mags with full 30 rounds...like the developers are afraid to limit the players with period accurate weapons. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:26, 5 October 2016 (EDT)&lt;br /&gt;
:That's something that irks me about BF1, that you have stuff such as those wonky sights, but also super rare and low production firearms being widely used. It's cool to see some of those guns (such as the Mondragon rifle) for the first time in a game (or media for that matter) but the fact that guns such as the Nagant and the french service rifle (whatever it was called) are locked behind DLC is just dumb. Why are super rare weapons more common in the game than the damn Nagant?!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:41, 5 October 2016 (EDT)&lt;br /&gt;
::I think developers don't like old timey guns that are slow bolt action. They want fast firing guns. Why you think the cover character has an SMG with a high cap mag and a pistol that fired more rounds than most guns in a standard sized mag? For an action game, apparently slower working rifles and revolvers must not be appealing to testers or something. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:36, 5 October 2016 (EDT)&lt;br /&gt;
:::To be fair to this game, if you google &amp;quot;US soldier 2007&amp;quot; about 99% of them have optics on their rifles, either Aimpoints or ACOGs for the most part. Also, SAS MP5s would probably also have optics in 2007, or at the very least they would have those front sight mounted lasers which have been standard on SAS MP5s and MP5Ks since the early 90s. The reason that the SAS held off with optics on their MP5s is because they were not used in a role where they believed optics would be that useful. The majority of the time they used point shooting (with the held of a flashlight) due to the fact that they expected to be in the same room as the target and it is hard to get a good cheek weld wearing older style respirators so any sights were seen as unnecessary. Thats why they used the MP5KA1/5 variants with the useless tiny irons, as they weren't intending on using the sights anyway so they were just in the way. Hell, sometimes they didn't even bother with a stock on their MP5s just using the sling loop end cap so that gives you an idea as to the ranges they used the MP5s at. Thinking has changed somewhat since the 80/early 90s though.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 5 October 2016 (EDT)&lt;br /&gt;
::::Don't forget the game is set in 2011, too. Whereas BF3 had Marines running around with M16A3s, carry handle and all, set in 2014....On a somewhat related note, has the SAS ever been seen in the &amp;quot;black kit&amp;quot; from the Iranian embassy siege in more recent times?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:08, 5 October 2016 (EDT)&lt;br /&gt;
:::::I have seen them in the flesh during a training exercise in the black kit in (I think) 2010. Standard issue was MP5s with Aimpoints, lasers and flashlights, some guys had MP5KA1s with the same, and marksmen had custom G3KA4 based rifles and Accuracy Internationals. Most of them has SIG pistols of some sort, but strangely one of them had a USP. Apparently the USP was the standard pistol in the SAS for a period, and this guy liked it so carried one even though it had been phased out (long before this guy would have joined up, so I assume they are all sitting in an armoury still and you just help yourself). The clothing and equipment itself is totally different to the &amp;quot;classic&amp;quot; kit, its all modular armour vests, helmets with integrated comms, NVGs, all the cool toys. I am not sure if they actually still wear the black kit now though, last time they were seen in the UK [https://www.thesun.co.uk/wp-content/uploads/2016/05/2858019.main_image.jpg this] is how they were equipped, with multicam and L119A2 carbines. EDIT: Looks like they do still wear the black overalls ([http://www.gearsoc.se/download/file.php?id=1764&amp;amp;mode=view], [http://i.imgur.com/kloApYG.jpg], [http://i1291.photobucket.com/albums/b548/ChrisStrawson/P1040138_zpserl3lmdh.jpg], [http://i.imgur.com/ZftoqzP.jpg]), unfortunately it looks like their gear colour coordination has gone to shit. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:06, 5 October 2016 (EDT)&lt;br /&gt;
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I'm only nitpicking because the Marines I'm friends with had joined back in 2005 when I was about to graduate high school and they showed me photos of them with the vast majority without optics of any kind of their rifles. Maybe it just bothers me with the no front sight post or any iron sights when you have a red dot attachment on your rifles in this game  [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 13:59, 6 October 2016 (EDT)&lt;br /&gt;
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==M203==&lt;br /&gt;
[[File:M203 CoDMWR.jpg|thumb|none|600px]]&lt;br /&gt;
The M203 still lacks the trigger guard in the Remastered version (fuck), but aside from that, is it also an airsoft version akin to the original CoD4? I uploaded this screencap two months ago to show if it is, but now there are other screencaps on the main page either way. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:28, 6 November 2016 (EST)&lt;br /&gt;
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Hard to tell in that pic, but the M16 definitely is. It shouldn't have an M203 groove in the barrel like that. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:36, 6 November 2016 (EST)&lt;br /&gt;
:I think he was talking about the M203, which I think we could just chalk up to a goof with the modeling and scaling as I'm not sure that there are any airsoft M203s that have the traditional barrel mount. As for the M16A4, I don't believe that it was an airsoft gun that was used for modeling as a) I've been looking at airsoft M16A4s for the past few months, and none have the M203 groove, and b) I believe that the modelers likely made the M4 model first, and then made an M5 RAS, and stuck the M4 barrel model on the end, which is something that I have seen before on M16 models. Also, I'm going to edit that bit about the M4/M16 gas block on the main page, gameplay footage shows that a lowpro Gas Block is used when mounting optics.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 12:43, 11 November 2016 (EST)&lt;br /&gt;
::You get Airsoft M203s that have the standard barrel mount, but when they have this they are pretty much indistinguishable from a real launcher. Although I would agree that in this case it is just that they stuck the M4 barrel on the front of an M16 length handguard, there are actually Airsoft replicas that have the M203 step on the barrel. [[Media:WELL M16A3.jpg|This one]] is an A1 rather than A4 receiver, but have also seen it on ones with flat top receivers. You tend to only find it on REALLY cheap crappy spring replicas, and the reason they do it is that there in only a thin inner barrel that runs the full length and the part of the barrel that is ahead of the handguard is just a cosmetic sheath, and they use the same one as they use on M4 type guns.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:01, 11 November 2016 (EST)&lt;br /&gt;
:::Consequently, I think we'll keep it ID'ed as an airsoft M203, because when equipped on the M4A1 it has a RIS mount with noticeable knobs (look [[:File:Codmwr Colt M4A1 holding 2.jpg|here]]), though it's not visible on the M16A4. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:34, 11 November 2016 (EST)&lt;br /&gt;
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== Here we go with the low profile gas block BS again... ==&lt;br /&gt;
There's ''nothing'' in any of the given M4 screencaps to prove there's a low-profile gas block. Face it, they just simply removed the front sight post again and the attempts to explain and defend its absence are pitiful. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:29, 11 November 2016 (EST)&lt;br /&gt;
:But the third-person model shows the rifle with one, doesn't it?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:59, 11 November 2016 (EST)&lt;br /&gt;
::[[File:MWRlowprofilegasblockproof.jpg|thumb|none|600px]] Au contraire, it looks like they ''made the M4/M16 great again''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:59, 11 November 2016 (EST)&lt;br /&gt;
:::For as lazy as new-IW kept proving themselves to be for Ghosts, they're certainly doing a lot to impress me just with a remaster of an existing game now. I was honestly expecting them to just take the original models and slap on textures that look about the same but nevertheless require a much larger system footprint for no reason (I'm still not sure how they've managed that in every game since Ghosts). We're definitely going to need to grab our own shot of it, though - the only shot we have that would show off the low-profile gas block has it obscured by a laser aiming module. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 21:08, 11 November 2016 (EST)&lt;br /&gt;
::::Raven Software did the remaster, not Infinity Ward.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:12, 11 November 2016 (EST)&lt;br /&gt;
:::::Well that'd explain a thing or two then :V [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 02:01, 12 November 2016 (EST)&lt;br /&gt;
Okay, a shot that actually ''proves'' there's a low profile gas block this time around, even if it does look like a basic FSP with the actual sight post sawed off. Appreciate that, Gumby. Still, though, the front sight post [http://img.photobucket.com/albums/v706/Whorif/Airsoft%20Guns/M4%20M16%20ARs/22b90cbf.jpg~original doesn't obstruct optics] as much as some people make it out to. And through an ACOG, [http://i342.photobucket.com/albums/o434/moose00015/P1020667.jpg~original it's barely a blur]. So I don't quite understand why they didn't just put it on and leave it on. On a side note, it looks in the screenshot above like they put a Sampson rail handguard on it instead of the KAC one. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:56, 12 November 2016 (EST)&lt;br /&gt;
:yeah, I'm the one who put the gas block thing in, as I'd seen that shot in a gameplay video. Anyway, I get what you're saying about the handguard, looks like the vents don't go far enough back, but Samson rail handguards don't usually have delta rings or circular holes, or am I wrong?--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 11:08, 12 November 2016 (EST)&lt;br /&gt;
::Some Sampson rails, like the [http://www.samson-mfg.com/product/STAR-DI.html STAR DI], do make use of the delta ring, but you're right about the vent holes. The overall shape of it is more Sampson-ish than KAC to me, though. Personally, considering how the game is set in 2016 and it's 2016 now, I think they should have just Block IIed things up. RIS IIs, Elcans instead of ACOGs, the whole shebang. If you look up pics of MARSOC, that's mostly what they're using now. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:33, 15 November 2016 (EST)&lt;br /&gt;
:::at the risk of coming off really nitpicky, COD4 is set in 2011; MW2 is set in 2016. Although I wish more was done in this remaster instead of just rehashing the Halo Anniversary method. Marines riding in Blackhawks from LHDs is triggering.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:23, 15 November 2016 (EST)&lt;br /&gt;
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== MWR cut weapons ==&lt;br /&gt;
&lt;br /&gt;
Apparently there are quite a few weapons left in the files of the Remaster, including some sort of Saiga-12, MW2's PP2000, Striker, M240, FAL, Anaconda, and the Black Ops Galil: &lt;br /&gt;
http://imgur.com/a/sNi1b#6klDbvS&lt;br /&gt;
:There are rumors that some of these might be added to the game as DLC. And what about signing your post? :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:54, 16 November 2016 (EST)&lt;br /&gt;
I'm hoping they leave MWR as it is (bar extra maps) and instead add these (and more) into IW instead --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:27, 16 November 2016 (EST)&lt;br /&gt;
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Why the fuck the FAL is dubbed with a XM-LAR?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:47, 11 January 2017 (EST)&lt;br /&gt;
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Mhmh maybe they are planning a Remastered of MW2? The Saiga would be good instead of the Stryker.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:50, 5 February 2017 (EST)&lt;br /&gt;
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== New Guns ==&lt;br /&gt;
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The Original G3, The Original M14, The Broken Original AK47, and more Guns is in MWR.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 19:07, 13 December 2016 (EST)&lt;br /&gt;
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:To expand on this, a recent update added &amp;quot;Weapon Kits,&amp;quot; which are basically skins for guns that cosmetically change the various parts of the weapon. For example, the Battleworn weapon kit for assault rifles gives each weapon a weathered appearance, most notably removing the receiver cover of the AKM, giving the G3 a full wooden stock and furniture, and doing the same for the M14. Each weapon kit has a different theme going on for each. The sniper rifle weapon kit gives each rifle &amp;quot;tactical&amp;quot; body kits, the shotgun weapon kit gives each shotgun the appearance a of competition shotgun, etc. I'll try to see if I can get any good pictures. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:35, 14 December 2016 (EST)&lt;br /&gt;
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::Thanks for explain--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:29, 14 December 2016 (EST)-&lt;br /&gt;
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Well not all users/visitor of site got PS4/XB1/PC and game so uploading pics isnt a bad idea.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:42, 11 January 2017 (EST)&lt;br /&gt;
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==M14==&lt;br /&gt;
[[File:CoD4-OldSchool-M14M21.jpg|thumb|right|300px|Both lack a fire-control lever in third person]]&lt;br /&gt;
The Remastered version shows an actual M14 (having a SOCOM 16-style length tho). However, in the original CoD4, is the lack of a bayonet lug a powerful version enough to identify it as an M1A? Even if it uses a modified version of the M21's model, I think the presence of a selector switch in first-person outweighs the absence of a bayonet lug, and thus it might be better to identify it as an M14 (or maybe an M14/M1A hybrid), shouldn't it? (With that in mind, are some real M14s seen without bayonet lugs?)&lt;br /&gt;
&lt;br /&gt;
That said, the M14 and M21 both lack a selector switch in third person (easily seen in Old School FFA), so the M1A would still be mentioned in the page (for both cases; the in-game &amp;quot;M21&amp;quot; has a bayonet lug, which is possible on an M1A). For instance, I think the M1A image on the CoD4 page should be replaced by one showing [http://i144.photobucket.com/albums/r178/fragout2000/Pic%20set%202010/SANY1252.jpg this variant].&lt;br /&gt;
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Any ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:17, 20 November 2016 (EST)&lt;br /&gt;
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:I'd go for it, just say that the original M14/M21 don't model the fire selector in third person giving some coincidental resemblance to the M1A.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:13, 7 February 2017 (EST)&lt;br /&gt;
::The fire selector is the more important feature over whether or not something is an M14 rather than the bayonet lug, so as these seem to have the selector I would go for calling it an M14 or M21 rather than a Springfield. As for the selector being missing in the 3rd person models, its absence is one of the smaller problems with those models so I would assume that this is more of a modelling expediency rather than it genuinely being modelled off of a different gun. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:38, 7 February 2017 (EST)&lt;br /&gt;
:::Alright. And by the way, the M14 has a SOCOM 16-style barrel in both CoD4 and MWR. Can it be the case on a real M14 (swapping barrels or something), or this only goes for civilian and airsoft versions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:51, 7 February 2017 (EST)&lt;br /&gt;
Oh and on another note, that newly released FAL frankengun has a lot in common with [http://www.calguns.net/calgunforum/showthread.php?t=1121607 this stuff], not to mention its FN LAR-style rear sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:48, 8 February 2017 (EST)&lt;br /&gt;
:The new guns look like they've taken COD Online design cues for sure. I guess they are only available through  ̶s̶u̶p̶p̶l̶y̶ ̶d̶r̶o̶p̶s microtransactions?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 8 February 2017 (EST)&lt;br /&gt;
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== What's the deal with the Anaconda? ==&lt;br /&gt;
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Do they call it an Anaconda in game? Because it's clearly not an Anaconda in the rendering that was just posted. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:47, 16 February 2017 (EST)&lt;br /&gt;
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So I should use the in-game name for pic of game and not the real?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:50, 16 February 2017 (EST)&lt;br /&gt;
:Go with that is actually is, maybe a Taurus Model 44(?), and then mention that it's referred to as a Colt Anaconda. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:09, 16 February 2017 (EST)&lt;br /&gt;
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Someone that created the section said that is based on an Anaconda maybe supposing is model from MW2, in-game is referred as &amp;quot;.44 Magnum&amp;quot;, and 44 Magnum is that I wrote--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:24, 16 February 2017 (EST)&lt;br /&gt;
:I looked on the CoD wiki, and the gun the rendering doesn't appear to the same gun in the screenshot. BTW, please don't poach images from the CoD wiki. We don't like it when other wikis poach from us, so let's show some professional courtesy. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:52, 16 February 2017 (EST)&lt;br /&gt;
::It's always a Taurus. The FPS image currently on the CoD wiki shows the pre-release model found in the game files that kinda reused the MW2 model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:13, 16 February 2017 (EST)&lt;br /&gt;
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Well I dont own the remastered game so yes I admit i copied from CoD wiki.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:45, 17 February 2017 (EST)&lt;br /&gt;
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Look at [[Grand Theft Auto V]] page they use renders from gta wikia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:02, 17 February 2017 (EST)&lt;br /&gt;
:This doesn't really hold water, just because something was done wrong before doesn't give you the permission to do the same elsewhere. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:12, 17 February 2017 (EST)&lt;br /&gt;
::Erm, I'm not really following how that matters. Congrats for having useful pictures? I doesn't really make sense to do everything all over again on every single site, as opposed to sharing resources, especially when both are just wikis. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 12:17, 18 February 2017 (EST)&lt;br /&gt;
:::Thing it it's not the only reason. The other one (which I believe is more important) is that such images tend to be too much cropped and/or have transparency added. This isn't usually suitable on IMFDB, where we always favor full-res screencaps showing the weapons in question rather than cropped to only show the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 18 February 2017 (EST)&lt;br /&gt;
::::Ah, that makes sense then. I just thought it was a little silly to fight over the use of them when we're all really trying to do the same thing, but I do agree full screencaps are much better for here. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:20, 18 February 2017 (EST)&lt;br /&gt;
:::::If we can negotiate something between the CoD wiki admins and Bunni, then fine, but AFAIK, no agreement exists. I know how mad I was when I saw the caps I uploaded here elsewhere without being credited, I suspect others will feel the same. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 19:00, 18 February 2017 (EST)&lt;br /&gt;
::::::I've seen some of my [[Call of Duty 3]] screenshots on the Cod wiki, which I don't really mind other than some credit or a shoutout would be nice. What AnActualAK47 did on the M249 entry on the [[Payday_2#FN_M249_Para.28.2A.2A.29|Payday 2]] page seems fair to me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:28, 19 February 2017 (EST)&lt;br /&gt;
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== They added PKM ==&lt;br /&gt;
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Finally, but they could had add it to story mode.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:18, 15 March 2017 (EDT)&lt;br /&gt;
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==New &amp;quot;D-25S&amp;quot; in MW Remastered==&lt;br /&gt;
[http://charlieintel.com/wp-content/uploads/2017/03/C65ZWu3V0AEWQyt.jpg Here.] Any idea on what it is? Could be something like an F&amp;amp;D Defense FD338 or a Remington RSASS. Also, is it fine how the &amp;quot;XM-LAR&amp;quot; is currently described as an FN LAR with SA58 OSW handguard/charging handle and custom stock, or is it more complex than this? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:24, 15 March 2017 (EDT)&lt;br /&gt;
:Kinda looks like some version of the HK417 but with a left side charging handle.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:37, 15 March 2017 (EDT)&lt;br /&gt;
::I did think of the HK417A2 previously, but nah, aside from some components like the rounded trigger guard I doubt it is. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:40, 15 March 2017 (EDT)&lt;br /&gt;
:::On a side note, I think IMBEL just came out with a new IA2 carbine that's (coincidentally?) pretty close to the &amp;quot;XM-LAR.&amp;quot; http://www.thefirearmblog.com/blog/2017/04/13/imbels-new-7-62x51mm-ia2-carbine-rifle/ --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:27, 13 April 2017 (EDT)&lt;br /&gt;
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I get H&amp;amp;K G28 vibes from it, personally.--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 09:44, 16 March 2017 (EDT)H3nry8adger1982&lt;br /&gt;
:I'm seeing an HK417 combined with an RSASS or something of that sort.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 10:36, 16 March 2017 (EDT)&lt;br /&gt;
::Raven Software gotta love making frankenguns. Anyway while some parts are reminiscent of the HK417, I think the final verdict could actually be an F&amp;amp;D Defense FD338 with a Geissele Super Modular Rail HK handguard and a an AK-74/AR hybrid style muzzle brake (somebody else pointed out the latter details to me). Among the weapons we've mentioned in this section until now, the D-25S's operation (left-side bolt locking back, etc.) and the stock &amp;amp; upper receiver seem to match the FD338 the most. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:17, 18 March 2017 (EDT)&lt;br /&gt;
It's a RSASS.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:48, 18 March 2017 (EDT)&lt;br /&gt;
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::I dunno, I'm thinking this is an amalgam gun. The rail and overall coloration makes me think G28, the stock is straight off of the RSASS, but the RSASS comparisons end there. The grip is too rounded, plus the RSASS doesn't have such a round trigger guard. The barrel is really weird, it has a Mk 12 Mod 0 style break, then has a A2 flashhider screwed on. I'm thinking it's another amalgam gun like the FAL, taking parts from many other standard DMR AR rifles to make...that thing. -- [[User:PaperCake|PaperCake]] 13:59, 18 March 2017 (EST)&lt;br /&gt;
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Well, we are all 100% that is a AR-15 style... why we dont put a damn pic and say &amp;quot;Unidentified AR-15''? PS for me look like a HK417 style rifle.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:23, 19 March 2017 (EDT)&lt;br /&gt;
:Funny how the name could be inspired by the Remington R25. Coincidence? To make it similar to the D-25S we could have a Remington R25 Gen II with a Magpul PRS stock, but nah nevermind, the R25 GII's receiver is kinda different with buit-in trigger guard, and it has a rear-mounted charging handle. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:32, 20 March 2017 (EDT)&lt;br /&gt;
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I think the most accurate description is a frankenrifle made from the FD308 upper receiver matched with HK417/G28 parts (handguard, lower receiver and 10-round 417 style magazine, and G28 style paint finish) and a stock resembling the Magpul PRS.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:01, 28 March 2017 (EDT)&lt;br /&gt;
:Lol didn't know there was a .308 version of the F&amp;amp;D rifle. Anyway I agree with this, in addition to the custom handguard &amp;amp; muzzle brake as I mentioned above. Also funny how the charging handle resembles [http://polycount.com/discussion/170714/quicksilver-industries-wildebeest-rifle-dmr-sr that fictional design]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:18, 28 March 2017 (EDT)&lt;br /&gt;
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This fictional design remind me of the son of WA2000 and a P90.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:53, 28 March 2017 (EDT)&lt;br /&gt;
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:Looks partly based of the FAL. With the charging handle of the British L1A1 SLR variant. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 19:29, 6 April 2017 (EDT)&lt;br /&gt;
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I just found out what the D-25S supposed to be. It is suppose to be the SR-25. It was going to called the DMR-25. I look up the gun, and I found the SR-25--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 22:20, 10 April 2017 (EDT)&lt;br /&gt;
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==Someone might have noticed this...==&lt;br /&gt;
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I thought i must have shared this and looking at the wooden targets you shoot in F.N.G, it seems they are holding UMP .45s.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:10, 6 April 2017 (EDT)&lt;br /&gt;
:[[File:MWR Targets FNG.jpg|thumb|none|600px]]&lt;br /&gt;
:That looks right. As long as it doesn't turn out to be some kind of [[Heckler &amp;amp; Koch MP5/10|MP5/10]] or MP5/40 (knowing what Raven Software usually does regarding weapons lol), then yeah we can add a UMP section to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:55, 8 April 2017 (EDT)&lt;br /&gt;
::Why exactly do you think that this is a UMP as opposed to it being an MP5, as seen in the foreground of this same image? You can barely make out any details of the weapon, but one of the few that you can is the fact that it has a round cocking tube located above the barrel like on the MP5 rather than the UMP where it is a more seamless part of the receiver with a blockier shape. The front sight also looks more like an MP5 one, and the rear sights look like they are an MP5 dioptre rather than the simpler UMP flip rear sight. As for the magazine, it is pretty hard to tell from the angle but to me this looks curved rather than straight.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:19, 8 April 2017 (EDT)&lt;br /&gt;
:::What 'e said, MP5. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:39, 8 April 2017 (EDT)&lt;br /&gt;
::::So my doubts were true after all lol; I was gonna mention the front sight, which is a good giveaway. We could benefit from a good quality screencap about this though, to confirm the curvature of the magazine, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:57, 8 April 2017 (EDT)&lt;br /&gt;
:That's one big ass MP5 then, unless its the weaponlight one.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 16:52, 8 April 2017 (EDT)&lt;br /&gt;
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== Bos14 (New Gun Coming to MWR) ==&lt;br /&gt;
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[[File:IMG 2873.JPG|thumb|none|600px]]&lt;br /&gt;
MWR are adding the new Bos14, and new attachments. What is this gun? Is that the TAR-21?--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:53, 10 April 2017 (EDT)&lt;br /&gt;
:no. it's [http://www.thefirearmblog.com/blog/wp-content/uploads/2016/04/12928233_262257300775966_6436946132702067534_n.jpg this].--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:13, 10 April 2017 (EDT)&lt;br /&gt;
Thanks--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 22:18, 10 April 2017 (EDT)&lt;br /&gt;
::Yeah, the Bos14 model looks pretty much like that bullpup SCAR; one of the main differences is the position of the charging handle. Some discussions on Reddit mentioned the resemblance to the &amp;quot;AKBP&amp;quot; (AKU-94) model from Raven Software's previous game CoD Online; while this Bos14 isn't the same weapon, it does have a similarly designed carrying handle/rail system. Also, not sure why they had to put &amp;quot;MK31 MOD1&amp;quot; (a torpedo's name) on the side of the weapon.&lt;br /&gt;
::On another note, regarding the D-25S, the magazine well indicates that it's chambered in .308, as I've added to the main page. From what I've read, 7.62mm ammo fits into .308 Winchester chambers (while for the opposite isn't the case), so I guess it can be considered correct for it to share ammunition with the 7.62x51mm rifles in-game, eh?&lt;br /&gt;
::--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:40, 13 April 2017 (EDT)&lt;br /&gt;
:::From what I've heard, they're dimensionally interchangeable, but the headspacing can be a bit iffy when putting .308 into 7.62mm chambers, so it's generally not advised; the other way around doesn't really pose many issues. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:50, 27 April 2017 (EDT)&lt;br /&gt;
::::If I remember correctly, the cartridges are actually the same length, but the 7.62x51mm chamber is looser than the .308. The brass is also thinner on the .308, which when combined with this looser headspace can led to case ruptures. It is also possible that the .308 cartridge is greater pressure (there is potentially more room due to the thinner brass) but I vaguely remember hearing that this isn't necessarily the case as the two pressures are measured at different points with a different method so they are not actually comparable. Either way, 7.62x51mm in a .308 is definitely fine, and to be honest I imagine that most .308 in a 7.62x51mm gun would be as well, as the headspace difference isn't that much and probably falls within the machining tolerances for a lot of firearms. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:15, 27 April 2017 (EDT)&lt;br /&gt;
:::::I was going to mention the pressure difference, but that bit about different measurement methods is new to me. In any case, a quick double-check to make sure I remembered right shows me that SAAMI does consider the two interchangeable, even if it's probably meant primarily in the context of loading the military round into a civilian gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 19:25, 27 April 2017 (EDT)&lt;br /&gt;
::::::Yeah it considers them interchangeable, though [http://www.all4shooters.com/en/Shooting/technics/Winchester-308-762x51-Nato-calibers/?p=2 this] states that it's not really recommended to use .308 rounds in a 7.62x51mm chamber. On a similar topic though, SAAMI states that firing 5.56x45mm from a .223 Remington chamber is unsafe. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:19, 28 April 2017 (EDT)&lt;br /&gt;
:::::::Yeah, .223 versus 5.56mm is the opposite issue from .308 versus 7.62mm, the military round is loaded to higher pressures than the civilian one. I've heard most manufacturers &amp;quot;idiot-proof&amp;quot; their .223 rifles by making them strong enough to handle the military round just in case, but still. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 20:08, 28 April 2017 (EDT)&lt;br /&gt;
Well, that [http://pbs.twimg.com/media/C-1pbMiWAAQu6Rg.jpg BOS14] got released two days ago (should we mention it directly as a bullpup SCAR? in 5.56x45mm tho). We also have the [http://pbs.twimg.com/media/C-1pb31XsAAeeQf.jpg Prokolot], which is pretty much an Arsenal Strike One but with diagonal serrations (akin to the HK VP9 and the like). Finally, the [http://pbs.twimg.com/media/C-1pbhwW0AQD5CI.jpg Fang 45]: while the first thing that came into my mind was a FAMAE SAF (with a different trigger guard and a modified handguard akin to the SAF-200 variant), it actually seems to resemble the POF PSG 9mm; it also has a UMP45/UMP40 style magazine. Thoughts? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:59, 4 May 2017 (EDT)&lt;br /&gt;
:There's also a worn MP5 weapon kit based on [https://s-media-cache-ak0.pinimg.com/originals/b5/39/80/b53980603d7e9421ff7027ae694372d6.jpg this] that looks absolutely awesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:51, 9 May 2017 (EDT)&lt;br /&gt;
::I haven't seen the in-game appearance, but the image that you linked? [http://i.imgflip.com/ghppq.jpg This] is my reaction. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:13, 10 May 2017 (EDT)&lt;br /&gt;
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Prokolot seemsto mean ''Pierce'' in РУССИАН which imply that is based on a AP Russian pistol for sure the Stryke One is semi-russian so I think is right.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:09, 4 May 2017 (EDT)&lt;br /&gt;
:::Also, I've seen a claim that the LRC-2 long range conversion kit for the real Strike One allows it to fire in bursts, but it's apparently not the case (not 3-round burst or something; it seems it was intended to mean practical burst firing or something), I think it's only available in semi-auto/full-auto. But even without having this specific kit mounted, there's an available adapter that allows the base Strike One to fire in full-auto, am I correct? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:30, 11 May 2017 (EDT)&lt;br /&gt;
::::I don't know anything about an &amp;quot;adapter&amp;quot; that allows the Strike One to fire in auto, but there is a select fire full auto variant of it called the AF1-R. This is totally independent of the LRC-2 conversion, and can be used in the kit or as a standalone pistol, and the standard semi-only pistol will fit in the LRC-2. [https://www.youtube.com/watch?v=QklyPYf0H_U Here] is a promo video from Arsenal showing it being used both standalone and in the LRC-2. I don't know if this variant was ever really produced though or if it was essentially just a prototype.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:15, 11 May 2017 (EDT)&lt;br /&gt;
:::::Ah, nice info, I was trying to look up regarding what specific variant of the Strike One is full-auto. I checked [http://www.youtube.com/watch?v=9-yOEP0oLnk this video], but apparently the adapter info was only about the long range kit itself. The variant shown in the kit in this video was the AF1-R, I guess? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:55, 11 May 2017 (EDT)&lt;br /&gt;
::Oh and regarding the Fang 45, there's another candidate, which is the LWRC SMG-45, and I think it's the closest match (aside from some components like the muzzle brake), with some kind of handguard reminiscent of that of the Angstadt UDP-9. For now I'll wait for you guys to conclude what we can list it as. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 12 May 2017 (EDT)&lt;br /&gt;
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Checking the game files? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:26, 20 May 2017 (EDT)&lt;br /&gt;
:As far as i've seen, the game files for the new DLC weapons aren't helpful, they simply refer to them as their in-game name or things like &amp;quot;april smg&amp;quot; and the like. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:38, 22 May 2017 (EDT)&lt;br /&gt;
EDIT: regarding the Prokolot, it actually has more in common with the Arsenal Firearms USA Stryk-B compact variant. Basically the weapon is another frankengun, but I think we're safe to say that it's a mix of Arsenal Strike variants, right? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:08, 10 June 2017 (EDT)&lt;br /&gt;
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== Formatting added weapons ==&lt;br /&gt;
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I think it would make more sense to have the new entries come in a subcategory after the original COD4 weapons rather than putting them within the normal list. It seems kinda weird that the Arsenal Strike One is the first entry on the page and not a pistol from the base game.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:44, 20 May 2017 (EDT)&lt;br /&gt;
:Why not, this could work, either we keep them in their sections but after the original CoD4 weapons (which mean the alphabetical order will be disregarded), or else we can create a new section heading for all the MWR-exclusive weapons without necessarily mentioning the weapon classes. On an unrelated note, I wonder what is flying [http://youtu.be/CfAweu1o23k?t=209 here] besides the standard spent brass. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:51, 24 May 2017 (EDT)&lt;br /&gt;
::Regarding the 1st topic: Sounds like a good idea. Regarding the second topic: My best guess would be spent links, but rendered by someone who doesn't quite understand what disintegrating links look like once, well, disintegrated. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:58, 24 May 2017 (EDT)&lt;br /&gt;
:::I think it would be best to put a section at the bottom for the remastered exclusive guns as this seems the best way to differentiate them. As for the links coming out of the RPD, those look exactly like what the links from an RPD belt look like. The only problem is that the belt from an RPD is non-disentegrating, with the links attached to each other by a coiled wire (a bit like on a notepad) through those holes along the side edge. I understand why they just made up it being disintegrating though, it would be pretty tricky to correctly model and animate an intact belt coming out of the right side of the gun until you had fired 50 rounds, having this drop off, and then starting a new spent belt for the next 50 (the 100 round in the drum were separated into two 50 round belts joined in the middle that would separate after the joining cartridge were removed). Watch [https://youtu.be/3vGbL45_qVs?t=9m1s this] to see what an RPD should look like with the empty belts feeding out. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 24 May 2017 (EDT)&lt;br /&gt;
::::Alright, thanks. And I've created a bottom section for the weapon that are exclusive to MWR. I will add the &amp;quot;Fang 45&amp;quot; and the &amp;quot;BOS14&amp;quot;, but first I would like some clarification on their ID, more exactly if I can list them directly as LWRC SMG-45 and bullpup SCAR respectively (if not other weapons), or else we list them as fictional weapons by putting their in quotes and mentioning their basis. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:50, 25 May 2017 (EDT)&lt;br /&gt;
:::::I'd just list them under their names in quotation marks and then mention the base weapon.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:50, 25 May 2017 (EDT)&lt;br /&gt;
::::::Done (also, yeah, it's isn't directly an SMG-45; i forgot that the Fang has a rear AR-type charging handle). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:05, 26 May 2017 (EDT)&lt;br /&gt;
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==.44 Magnum==&lt;br /&gt;
[[File:MWR 44 Magnum.jpg|thumb|none|450px]]&lt;br /&gt;
I can tell that the &amp;quot;.44 Magnum&amp;quot; in Remastered is a [[Taurus Model 689]] with rubber grips rather than the Model 44 currently stated on the page, due to the number of vent holes (and the way they are set up). The front sight is slightly different from both real weapons, but still closer to the 689. Before I make the change, I'd like to point out: the first image [[Talk:Taurus Model 689|here]] mentions a Model 689 in .44 Magnum, but I don't think the revolver is available in this caliber, is it? (in fact, the rounds seen in that image don't seem like .44 to me, but more like .38 Special) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:03, 17 February 2018 (EST)&lt;br /&gt;
: Well C552 added the image on the talk page and I wouldn't think he'd put in anything false, that being said, it was some old semi-anon user who uploaded that image originally, so.. perhaps just added it in as-is and didn't bother with checking it, it happens. I will say a couple pages where that image is used they look to be mis-ID'd Model 44s anyway since the vent rib style and overall shape doesn't match in those instances - but that's all another thing. Anyway, I'm quite sure the 689 is indeed .38/.357 only and I too agree this certainly looks to be a 689. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:12, 17 February 2018 (EST)&lt;br /&gt;
::Thanks for your input. I'm not sure which other pages are wrong about the Model 44, but anyway I'll make the changes so that the pages that use this image mention .38 Special as opposed to .44 Magnum (the spent casings seem to me like .38 rather than .357). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:31, 17 February 2018 (EST)&lt;br /&gt;
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== Spec Ops kit (&amp;amp; Other kits) ==&lt;br /&gt;
&lt;br /&gt;
The pistols in MWR have this Spec Ops kit as a customization option that changes their appearances quite a bit. [https://imgur.com/a/8bCLG Here's a gallery compiled by u/Takara94]. Are there anything interesting here? (I can see the USP turning into a USP Match, Nanomat of the COD Wiki also mentioned the revolver turning into something like [https://www.pyramydair.com/airgun-experience/new-asg-dan-wesson-4-inch-model-715-pellet-revolver/ this])&lt;br /&gt;
&lt;br /&gt;
There are some other kits that change the appearance of the base weapon, like the Obsidian, Urban Operator, and Slate, [seen here https://youtu.be/ToFOfvUiRBw], though I'm not sure if some of them can be ID'd reliably.--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 06:09, 23 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not Usable vs Mounted Weapons ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't some of the unusable mounted weapons (e.g. Kurzer 8 cm Granatwerfer 42) be moved into Not Usable?--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:06, 15 March 2018 (EDT)&lt;br /&gt;
:I'd say move the not useable weapons out of that section, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:01, 16 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;AK-74u&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the Bulgarian 5.56mm counterpart of the AKS-74U is known as an &amp;quot;AK-74U&amp;quot; (look [http://books.google.com.lb/books?id=qEhLZbdpkbYC&amp;amp;pg=PA186 here] and [http://books.google.com.lb/books?id=qEhLZbdpkbYC&amp;amp;pg=PA187 here]; note that this specific weapon slightly differs from the [[Arsenal AR-SF]]). Worth mentioning in the page? (for example a note that the name used in-game would in fact refer to this) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:40, 27 March 2018 (EDT)&lt;br /&gt;
:We could point that out, sure. We could also point out that an &amp;quot;AK-74u&amp;quot; would be an AKS-74U with a fixed stock, going by naming conventions. Whatever floats your boat. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:27, 27 March 2018 (EDT) P.S.: You probably shouldn't take my word alone for it, seeing as I rarely actually know what the hell I'm doing.&lt;br /&gt;
::I think this leans a little too much on the trivial side of things. Frankly, they probably just took the &amp;quot;AK-74u&amp;quot; moniker from [[Battlefield 2]] and threw it on the Beta-Spetsnaz airsoft gun.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 27 March 2018 (EDT)&lt;br /&gt;
:::Yeah, it was more intended as a trivia point (although, nice to see that it coincides with the fact that it has a milled receiver and underfolding stock). That's before we start to consider the fact that the BF2 version also has a very short handguard like that Beta airsoft gun. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:57, 28 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Original CoD4 AK==&lt;br /&gt;
Unlike in MW2, MW3, and Advanced Warfare, the AK-47 in CoD4 doesn't have an AKM's ribbed top cover; those &amp;quot;ribs&amp;quot; are some custom plates welded on the top. The cover does appear to have an AKM-like horizontal bulge (or whatever it is), albeit positioned higher. Any idea on how we should describe this on the page? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:14, 17 May 2018 (EDT)&lt;br /&gt;
:It’s just a poor modeling work.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:45, 5 June 2018 (EDT)&lt;br /&gt;
::Alright, I've mentioned these (a bit vaguely) as some custom modeling features for now. Seems like somebody at IW was like &amp;quot;Hey, the original AK-47 is too plain, let's spice it up!&amp;quot; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:35, 5 June 2018 (EDT)&lt;br /&gt;
:::Actually, upon looking at it again and comparing it with the left side of a real Type I AK-47 ([http://qph.fs.quoracdn.net/main-qimg-ac7705063033eb746f60daf59d15a69f-c image]), it seems to be a poor attempt of a scope mount, akin to the IO Inc SCOP0040 shown in MW2. I'm editing the page regarding this in a min. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:17, 8 November 2018 (EST)&lt;br /&gt;
::::By “it” you mean the bulge or the ribs on the top cover?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:09, 8 November 2018 (EST)&lt;br /&gt;
:::::It's about the ribs, plus they appear to be connected to that component (indicated with the red arrow) which isn't present on the real Type I AK either.&lt;br /&gt;
:::::[[File:CoD4-AK-Ribs.jpg|thumb|none|400px]]&lt;br /&gt;
:::::Also, since you're here, do you agree with my point below that the CoD4 &amp;quot;M21&amp;quot; is actually an M14 with a scope mount? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:09, 8 November 2018 (EST)&lt;br /&gt;
::::::I think that’s reaching to call those ribs a scope mount, it’s really just seems like the modeler did his work without bothering to stick too closely to reference images. As for the M21, I’d just mention that the model still has a fire selector at least.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 20 November 2018 (EST)&lt;br /&gt;
:::::::Hmm... alright, fair enough regarding the AK. Now regarding the M21, it'd be one thing if some early ones were full-auto (or later converted to full-auto, which is rather unlikely), but otherwise, I do believe it would make sense to ID the in-game M21 as a scoped M14, considering that the major visual differences between the real rifles are the scope and the fire selector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:30, 22 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Interesting pre-release stuff ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/J8ca9LY52vI?t=1762 This video] shows the development of most of the weapons and their animations, around the 29 minute mark. Some notable things are that the Benelli had a somewhat more realistic depiction of an empty reload, the Skorpion's original animation was changed to accommodate optics (it ended being used in Black Ops), and most of the other guns (like the AKs) changed quite a bit. There's also some interesting stuff on Black Ops in this video as well.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:01, 6 June 2018 (EDT) Also, early USP animations (from the CoD2 Luger, I think) can be seen [https://www.youtube.com/watch?v=0i8fBQM1QCw here].&lt;br /&gt;
:I suppose that they got rid of the Benelli's chambering process because they couldn't manage to do it exclusively on an empty reload, it had to go with the middle reload as well. It really pisses me off that in almost all CoD games UNTIL NOW, the shell-by-shell loading shotguns are always cocked after non-empty reloads (or not cocked at all in the case of the Benelli). Is it THAT hard to fix? I wonder how many times I'm gonna have to rant about this; pretty sure they're doing it on purpose/due to laziness at this point. I mean, in CoD3 it was actually done correctly; the same goes for even older games like Half-Life 2. And then there's the FP6 in CoD Ghosts: you have the accurate number of rounds in your hand (a rare sight in video games), BUT... still cocked no matter what, because logic. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:09, 7 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M21 ==&lt;br /&gt;
So, as seen [http://youtu.be/LeVoJpR04sY?t=354 here], the CoD4 &amp;quot;M21&amp;quot; appears to have a selector switch on the right side (this was fixed in MWR though), so I presume that it is modeled after a scoped M14 and not a genuine M21, right? (since the real M21 has the selector replaced by a button lock rendering it semi-auto only)&lt;br /&gt;
&lt;br /&gt;
On another note what's the deal with [http://en.wikipedia.org/wiki/File:Sniper_Rifles_M40_XM21.jpg that image]? Did some early XM21s have select fire capabilities, or is it just a scoped M14 standing in for it?&lt;br /&gt;
&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:50, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== MWR weapons models ==&lt;br /&gt;
&lt;br /&gt;
An [https://ryzinart.com/mwr- epic collection of MWR weapon renders and art] for anyone who needs to see them in detail. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:11, 28 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clacker beep? ==&lt;br /&gt;
&lt;br /&gt;
When watching over Hectorlo's MWR weapons video, I noted that [https://youtu.be/YTkzJfgFEHE?t=1036 the C4's clacker] beeps when it's taken out, and beeps when it's pressed. My questions are:&lt;br /&gt;
* Does this beeping happen in the original COD4?&lt;br /&gt;
* Does this beeping happen in real life?&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 03:26, 22 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
I believe the C4 clacker used in MW1, MW2, and BO1 is based on the M57 firing device used to detonate claymore mines. Here is a good video of one:              https://youtu.be/eddrE_ZJrE4. Its ridiculous that you call in killstreaks with it. Thankfully, in MW3 and MWR you use a satphone/radio. I don't know if it beeped in the original game, but in the video I linked to it sounds like more of a crunch. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:16, 22 April 2020 (EDT)&lt;br /&gt;
:It does not beep in the original games.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:52, 22 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Call of Duty Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
My recent edit chain on Smoke Grenades in MW2, MW3 and CODOL re-identified all of them as the M83 Smoke Grenade, the same as what's identified on the COD4 page before (and right now). My main key for identification is that these grenades have a protruding circle on the tops of their cylinders like what's on the M83 smoke grenade here, and instead of the M18 smoke grenade's sunken top layer (which the MWR smoke grenade model portrayed correctly on their M18 smoke grenade model). I also have a feeling that the COD4 smoke model is a retextured version of the COD2 AN/M8 smoke grenade which also has the protruding circle on the top. I'm a bit uncertain about my conclusions since smoke grenades are all so similar, so I would like to ask for some more detailed verifications on the in-game grenade models, as well as more information on what differentiates between the real life grenades. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 01:51, 22 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
== Any asset reusing in Secret Service 2008? ==&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/wiki/Secret_Service_(2008)&lt;br /&gt;
&lt;br /&gt;
The game looks better than COD4, close to COD8 levels, but the low-poly guns are ass. &lt;br /&gt;
&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 07:44, 16 February 2021 (EST)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Arma_3&amp;diff=1384517</id>
		<title>Arma 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Arma_3&amp;diff=1384517"/>
		<updated>2020-12-01T15:59:43Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Izhmash VS-121 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Arma3BoxArt.jpg|300px|thumb|right|'''''Arma 3''''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:Arma3apexbox.jpg|300px|thumb|right|'''''Arma 3 Apex''''']]&lt;br /&gt;
&lt;br /&gt;
'''''ArmA III''''' is a military-simulation video game developed and published by Bohemia Interactive Studio (BIS) exclusively for the PC. It is the third installment of the ''[[ArmA]]'' series, officially announced on May 19, 2011, and is built around the new ''Real Virtuality 4'' engine owned by BIS. The playable alpha version of the game was made purchasable on the Steam store and BIS' page on March 5, 2013. The beta was released on June 25, and the full release was on September 13, 2013. New weapons and vehicles are added with each new part of the free-to-download campaign, split up into multiple chapters.&lt;br /&gt;
&lt;br /&gt;
The storyline is set in 2035, when NATO influence is on the decline, while a new Eastern military alliance led by China and Iran called the Canton Protocol Strategic Alliance Treaty (CSAT) is on the rise. The setting are two islands located in the Aegean Sea, the 270km² Altis (based upon the 477km² Greek island, Lemnos) and the 20km² Stratis (based on the 43km² island of Agios Efstratios). The Republic of Altis and Stratis is in a state of civil strife following a military coup by the Altis Armed Forces (AAF), where a loyalist insurgency group known as the Freedom and Independence Army (FIA) wages a guerrilla war against the AAF. Following the signature of a ceasefire between the AAF and the FIA, the US Armed Forces is involved as NATO peacekeepers to oversee the ceasefire. However, the ceasefire breaks down, and the AAF allies with CSAT to suppress the FIA by full force, while restricting NATO to Stratis. Things go from bad to worse when the AAF declares war on NATO due to a muddied firing incident on Stratis, triggering an all-out war. The main protagonist of the campaign is Corporal Ben Kerry, an American NATO soldier stationed on Stratis, who needs to work with the enigmatic Captain Scott Miller and the FIA remnants to survive and turn the tide of the war.&lt;br /&gt;
&lt;br /&gt;
''ArmA 3'' received multiple expansions and DLCs post-release, adding new weapons and equipment. The first major expansion, '''''Apex''''', features a new 100km² Pacific setting, Tanoa, a new co-op story campaign, and a variety of new high- and low-tech weapons. After a natural disaster, Tanoa is left vulnerable to crime and disorder from a local paramilitary criminal group, the Syndikat. New armed factions added are the Chinese Pacific CSAT forces, special forces for both NATO and CSAT, the Combat Technology Research Group (CTRG) and Viper respectively, and the minor faction of the Tanoan Gendarmerie. The DLC campaign has players playing as CTRG Group 15 operators dismantling Syndikat influence on the islands and uncovering a CSAT conspiracy behind the scenes. It was released on 11 July 2016, after some time in public beta testing.&lt;br /&gt;
&lt;br /&gt;
A second expansion called '''''Contact''''' was announced  23 May 2019. Like ''Apex'' it featured a new Poland-based map, Livonia, a new story campaign, and new units - this time the Livonian Defense Force and the Russian Spetsnaz.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Creator DLC&amp;quot; expansion, which are developed by external third party developers but published by Bohemia Interactive, known as '''''Global Mobilization - Cold War Germany''''', was released on April 29th, 2019. The DLC was developed by Vertexmacht, and features a new German-based map, Weferlingen, and new Cold War era factions and equipment, including West Germany, East Germany, and Denmark.&lt;br /&gt;
&lt;br /&gt;
On this page, weapons marked with a (*) are DLC content (outside of the major DLCs, whose content are in separate sections), and their respective DLCs must be purchased in order to use them.&lt;br /&gt;
&lt;br /&gt;
Faction name reference (for the purposes of this page):&lt;br /&gt;
*BLUFOR: NATO&lt;br /&gt;
*OPFOR/REDFOR: CSAT&lt;br /&gt;
*INDFOR/GREENFOR: AAF&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are featured in ''ArmA III'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Arma 3 =&lt;br /&gt;
== Handguns ==&lt;br /&gt;
=== Walther P99 ===&lt;br /&gt;
&lt;br /&gt;
The [[Walther P99]] serves as the standard sidearm of NATO forces. Its in game designation is '''P07''', and it's rechambered for 9x21mm. It appears in two variations in the game, the base game featuring it with a black slide and tan frame, while ''Apex'' adds a version with a green frame.&lt;br /&gt;
&lt;br /&gt;
[[Image:WaltherP99 twotoneA.jpg‎|thumb|none|300px|Walther P99 with QPQ finished (stainless steel) slide. - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:p07hud.jpg|thumb|none|600px|FPS view of the P07. Note the 16 round 9mm magazine. There are two more 9mm magazine types in the game, both being 30-round magazines intended for SMGs, in either straight or curved form. The P07 (and the Rook-40 below) can use the straight 30 round 9mm magazines, intended for the PDW2000 (ST Kinetics CPW).]]&lt;br /&gt;
&lt;br /&gt;
[[image:p07world.jpg|thumb|none|600px|A NATO officer with his P07 by his side.]]&lt;br /&gt;
&lt;br /&gt;
=== MP-443 Grach ===&lt;br /&gt;
&lt;br /&gt;
The [[MP-443 Grach]] appears as the CSAT's standard-issue sidearm under the fictional classification of '''Rook-40'''. Like the P99, it is rechambered to 9x21mm, and their magazines are interchangeable.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|300px|MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:rook40hud.jpg|thumb|none|600px|The Rook-40 in FPS.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rook40world.jpg|thumb|none|600px|A CSAT officer with his Rook-40 drawn.]]&lt;br /&gt;
&lt;br /&gt;
=== Kimber Warrior ===&lt;br /&gt;
The '''ACP-C2''' is the standard sidearm of the GREENFOR forces. It is a 1911 variant, based on a combination of a variety of models, namely the Kimber Custom Covert II, with the [[Kimber Desert Warrior]] and the [[Colt XSE|Colt Rail Gun]]. It is chambered in .45 ACP and has a magazine capacity of nine.&lt;br /&gt;
&lt;br /&gt;
[[image:KimberWarriorII.jpg|thumb|none|300px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
[[image:1911hud.jpg|thumb|none|600px|FPS view of the ACP-C2. During the beta, the hammer was incorrectly modeled as double-action. This has been rectified.]]&lt;br /&gt;
&lt;br /&gt;
[[image:1911world.jpg|thumb|none|600px|An AAF officer models his ACP-C2. The slide of the pistol is marked &amp;quot;PRO QWERT III&amp;quot;, which is presumably a parody of something.]]&lt;br /&gt;
&lt;br /&gt;
=== FN FNP-45 ===&lt;br /&gt;
&lt;br /&gt;
The [[FNP-45_Tactical#FNX-45_Tactical|FN FNP-45]] is BLUFOR's &amp;quot;heavy pistol&amp;quot;. Heavy pistols are essentially similar to regular pistols in game, except they can mount certain optics on their top rail and have higher power per-shot in return for lesser ammo capacity. It was released as a free update on October 31st, 2013. In-game, it is known as the '''4-five''', and is chambered for .45 ACP, though it uses 11-round magazines rather than sharing the ACP C2's nine-rounders. Is also used by the LDF in the &amp;quot;Contact&amp;quot; expansion.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP45Tac.jpg|thumb|none|300px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
[[image:4five1.jpg|thumb|none|600px|A BLUFOR officer takes aim at a Tactically Signifigant Shack with his 4-five.]]&lt;br /&gt;
&lt;br /&gt;
[[image:4five2.jpg|thumb|none|600px|Despite one of the Heavy Pistol's primary advantages of mounting sights, this officer has gone with his irons on his 4-five.]]&lt;br /&gt;
&lt;br /&gt;
=== Chiappa Rhino 60DS ===&lt;br /&gt;
&lt;br /&gt;
The [[Chiappa Rhino 60DS]] is CSAT's &amp;quot;heavy pistol&amp;quot;, released alongside the FNP-45 as a free update on October 31st. As a revolver, it has an even smaller capacity than the FNP, and cannot accept a suppressor. In-game, it is named the '''Zubr''', and is chambered in .45 ACP.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|300px|Chiappa Rhino 60DS (6&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[image:zubr1.jpg|thumb|none|600px|A spooky graveyard overwatched by an CSAT officer, and his Zubr .45 revolver.]]&lt;br /&gt;
&lt;br /&gt;
[[image:zubr2.jpg|thumb|none|600px|An CSAT officer goes in to break up mass with his Zubr.]]&lt;br /&gt;
&lt;br /&gt;
=== Taurus Judge (*) ===&lt;br /&gt;
&lt;br /&gt;
Released on the 29th of May, 2014, the [[Taurus Judge]] is refurbished as the '''Starter Pistol''' for the Karts DLC. Instead of blanks, it fires flare shells, in either red or green colours, in burst of 3 per shell. The reload animation changes depending on the amount of rounds present before the reload, though for some reason the number of rounds present before reload is used for both the number of ejected rounds and the number of rounds in the new speedloader.&lt;br /&gt;
&lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|300px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
[[image:starter1.jpg|thumb|none|600px|On your marks... get set... A marshal holds his Starter Pistol up in the sky, ready to signal the start of the day's race.]]&lt;br /&gt;
&lt;br /&gt;
[[image:starter3.jpg|thumb|none|600px|Feeling the need for speed, four karts sit by the starter line, as the marshal lines up a starting shot.]]&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== TDI Vector ===&lt;br /&gt;
The [[TDI Vector]] is the BLUFOR SMG of choice. It is known as the '''Vermin SMG''', and fires the .45 ACP cartridge, with a magazine capacity of 30.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
[[image:verminhud.jpg|thumb|none|600px|HUD view of the Vermin, on a peaceful Altis street.]]&lt;br /&gt;
&lt;br /&gt;
[[image:verminworld.jpg|thumb|none|600px|A NATO helicopter pilot models his Vermin for us.]]&lt;br /&gt;
&lt;br /&gt;
=== CZ Scorpion Evo 3 A1 ===&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] is the CSAT SMG of choice. It's known in game as the '''Sting''', and uses 9x21mm ammo in curved 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|none|400px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:stinghud.jpg|thumb|none|600px|HUD view of the Sting, overlooking a solar field.]]&lt;br /&gt;
&lt;br /&gt;
[[image:stingworld.jpg|thumb|none|600px|In the midst of the solar panels, a lone CSAT chopper pilot shows off his Sting for us.]]&lt;br /&gt;
&lt;br /&gt;
=== ST Kinetics CPW ===&lt;br /&gt;
&lt;br /&gt;
The [[ST Kinetics CPW]] is the INDFOR SMG of choice, know in game as the '''PDW2000'''. It 9x21mm ammo, in either straight 30 round magazines or 16 round pistol magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:ST_Kinetics_CPW.jpg|thumb|none|400px|ST Kinetics CPW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:pdwhud.jpg|thumb|none|600px|HUD view of the PDW2000. It's short size is very apparent from this view.]]&lt;br /&gt;
&lt;br /&gt;
[[image:pdwworld.jpg|thumb|none|600px|An AAF jet pilot with his firearm. No less than a machine pistol, almost. Also note how the &amp;quot;CPW&amp;quot; text on the real gun has been modified into &amp;quot;PDW&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
=== FN P90 ===&lt;br /&gt;
&lt;br /&gt;
The '''ADR-97''' is a family of 5.7mm submachine guns added in the Warlods Update on Dec. 3, 2018, based on the [[FN P90]]. The weapons originally came from an officially supported ''ArmA 3'' mod called the [https://steamcommunity.com/sharedfiles/filedetails/?id=669962280 ADR-97 Weapon Pack], created by ''ArmA 3'' programmer Jakub Horyna in his spare time. Four variants of the ADR-97 are found: the base ADR-97 based on the PS90, the ADR-97C compact version based on the original P90, and railed versions of the two, ADR-97 TR and ADR-97C TR, based on the PS90 TR and the P90 TR respectively.&lt;br /&gt;
&lt;br /&gt;
The rounds in the translucent magazine are fully animated, and deplete as the gun fires. The gun is used by the LDF in the &amp;quot;Contact&amp;quot; expansion.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fnps90_1.jpg|thumb|none|400px|FN PS90 - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97.jpg|thumb|none|600px|Holding the ADR-97 inside the virtual range. Welcome to the future.]]&lt;br /&gt;
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[[File:ARMA 3 ADR-97 Sight.jpg|thumb|none|600px|Looking down the standard reflex sights unique to the weapon.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97 World.jpg|thumb|none|600px|As a trivia, the weapon's name ADR-97 is marked on the side of the weapon's sights, though not really visible here.]]&lt;br /&gt;
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[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C.jpg|thumb|none|600px|The ADR-97C aims at virtual targets in the virtual reality.]]&lt;br /&gt;
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[[File:ARMA 3 ADR-97C World.jpg|thumb|none|600px|The ADR-97C in third person.]]&lt;br /&gt;
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[[File:FN PS90 TR.jpg|thumb|none|400px|FN PS90 TR - FN 5.7x28mm]]&lt;br /&gt;
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[[File:ARMA 3 ADR-97 TR.jpg|thumb|none|600px|The ADR-97 TR in first person. Note the ''very'' small backup iron sights built into the rails.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97 TR World.jpg|thumb|none|600px|Note the full black finish in contrast to the camo and khaki finish of the previous two guns. The ADR-97 series has four finish options: Black, Camo, Hex, and Khaki.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C TR.jpg|thumb|none|600px|The VR operator holds the ADR-97C TR.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C TR World.jpg|thumb|none|600px|The operator wears a suitably futuristic VR-suit to match his surroundings.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;MX&amp;quot; ===&lt;br /&gt;
The '''MX''' family of rifles is the standard-issue weapon for NATO forces. The MX series, designed by real-life CMMG, Inc., has design elements borrowed from the [[Remington ACR]] and [[Robinson Armament XCR]]. It fires caseless 6.5x39mm ammunition, though it is implied that it could could fire traditional cased ammunition due to the presence of an ejection port on the right-hand side of the weapon.&lt;br /&gt;
&lt;br /&gt;
The MX comes in five variants:&lt;br /&gt;
*The standard MX rifle, equipped with a Magpul UBR stock.&lt;br /&gt;
*The MXC carbine with a shortened barrel and handguard, equipped with a Magpul CTR stock. Both the MX and the MXC are also equipped with the Magpul AFG2 Angled Foregrip with a flat &amp;quot;A1-style&amp;quot; surface.&lt;br /&gt;
*The MX 3GL grenadier variant with an underbarrel Metal Storm 3GL instead of a foregrip.&lt;br /&gt;
*The MX SW squad support weapon with extended lower handguard and barrel, [[Z-M LR 300]] stock, vertical foregrip, an integrated bipod, and using thicker 100-round magazines.&lt;br /&gt;
*The MXM marksman rifle with the Magpul PRS stock, extended barrel, and vertical foregrip. Both the MX SW and MXM also feature simplified Picatinny rails on their handguards.&lt;br /&gt;
&lt;br /&gt;
[[Image:ACR 10.5.jpg|thumb|none|450px|Early Remington ACR-E with 10.5&amp;quot; barrel, tan finish, Magpul PMAG, and tri-rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxhud.jpg|thumb|none|600px|The standard MX rifle in FPS view.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxworld.jpg|thumb|none|600px|A NATO soldier and his trusty MX rifle. While somewhat illegible here on this image, the gun is printed with markings on the magazine well saying &amp;quot;CMMG, Inc.&amp;quot; and &amp;quot;Fammette, MO, USA&amp;quot;. While Fammette isn't a real location, Fayette, MO (Missouri) is indeed where CMMG is headquartered in real life.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxchud.jpg|thumb|none|600px|The FPS view of the shortened MXC.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxcworld.jpg|thumb|none|600px|In the shade of a house, a NATO soldier aims down his MXC's sights. Note that while the stock is clearly based on the AR-15-type Magpul CTR stock, an additional slot has been added into the top portion of the stock, allowing it to visually fit the extended ACR-styled cheek rest.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxswhud.jpg|thumb|none|600px|The heavy MX SW aimed down a tranquil street. Bipods are integral attachments for some weapons, but could not actually be used until the release of the Marksmen DLC, which refitted existing weapons that had them to be usable and added separate bipod attachments for most other weapons with an underbarrel rail.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxswworld.jpg|thumb|none|600px|A NATO soldier prepares to lay down suppressing fire. Note that the selector switch is pointed to full auto, unlike the semi-auto on images above; ArmA 3 has animated selector switches that reflect the weapon's firing mode (though there is no switching animation).]]&lt;br /&gt;
&lt;br /&gt;
[[image:mx3glhud.jpg|thumb|none|600px|FPS view of the MX 3GL.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mx3glworld.jpg|thumb|none|600px|A NATO squad lead takes aim with his MX 3GL rifle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxmhud.jpg|thumb|none|600px|FPS view of the MXM, watching over the village. Note the CMMG logo on the left side of the mag well; the game in fact even has a hat with the CMMG logo on it.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxmworld.jpg|thumb|none|600px|Gripping his foregrip tightly, a NATO soldier takes aim with his MXM.]]&lt;br /&gt;
&lt;br /&gt;
=== DIO KH2002 Sama ===&lt;br /&gt;
A fictional variant of the [[DIO KH2002|DIO KH2002 Sama]], known in game as the '''Katiba''', is the standard-issue service weapon of CSAT soldiers in the Mediterranean (which is composed of Iranian forces). Like the MX series, it fires caseless 6.5mm rounds, though their magazines are rather obviously not interchangeable. The carrying handle has been replaced with a lowered and railed one that highly resembles that of the [[G36C]], with new irons integrated into it, and the original charging handle has been modified and extended to the left to fit this lowered carrying handle. The Katiba is available in a carbine variation with a short barrel and a grenadier version with an underbarrel EGLM. &lt;br /&gt;
&lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|450px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
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[[image:katibahud.jpg|thumb|none|600px|FPS view of the Katiba, as the wielder moves into a power plant.]]&lt;br /&gt;
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[[image:katibaworld.jpg|thumb|none|600px|A CSAT soldier on duty with his Katiba rifle.]]&lt;br /&gt;
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[[image:katibacarbinehud.jpg|thumb|none|600px|FPS view of the Katiba Carbine, as the owner observes the Agios Solar's facilities.]]&lt;br /&gt;
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[[image:katibacarbineworld.jpg|thumb|none|600px|A soldier standing atop one of the power plant's facilities, with his Katiba Carbine.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaglhud.jpg|thumb|none|600px|An old power transformer, overseen by a CSAT soldier and his Katiba GL.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaglworld.jpg|thumb|none|600px|A shady soldier, and his Katiba GL.]]&lt;br /&gt;
&lt;br /&gt;
=== FN F2000 Tactical ===&lt;br /&gt;
A fictional variant of the [[FN F2000 Tactical]] designated the '''Mk20''' is the standard issue service weapon of the AAF. It features the Monolith Arms rail system and an unremovable foregrip, preventing it from using bipods. It is also available in a shorter-barreled version as the &amp;quot;Mk20C&amp;quot;, and a version of the carbine with the [[FN GL-1]] instead of the foregrip, called the &amp;quot;Mk20 EGLM&amp;quot;. Like the real weapon, it fires 5.56x45mm NATO.&lt;br /&gt;
&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|none|450px|FN FS2000 with a C-more red dot sight and Monolith Arms rail system - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20hud.jpg|thumb|none|600px|An AAF soldier peeks around a wall, Mk20 rifle in hand.]]&lt;br /&gt;
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[[image:mk20world.jpg|thumb|none|600px|A soldier takes a knee, with his Mk20.]]&lt;br /&gt;
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[[image:mk20chud.jpg|thumb|none|600px|A soldier takes aim at a suspicious set of ruins, his Mk20C trained tight on the dangerous target.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20cworld.jpg|thumb|none|600px|Mk20C in hand, an Altian soldier walks by a telephone pole.]]&lt;br /&gt;
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[[image:mk20eglmhud.jpg|thumb|none|600px|An Altian team leader aims at a house, with his Mk20 EGLM.]]&lt;br /&gt;
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[[image:mk20eglmworld.jpg|thumb|none|600px|Moving in with his Mk20 EGLM, a soldier prepares to take some scalps.]]&lt;br /&gt;
&lt;br /&gt;
=== IMI Tavor TAR-21 ===&lt;br /&gt;
The [[IMI Tavor TAR-21]] is used by the FIA guerrillas. The in game designation for the full length variant is '''TRG-21''', suffixed &amp;quot;EGLM&amp;quot; when equipped with the GL-1, while its carbine version (corresponding to the CTAR-21 variant in real life) is known as '''TRG-20'''. They're chambered in 5.56x45mm NATO.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21hud.jpg|thumb|none|600px|The TRG-21 in the hands of an FIA guerrilla.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21world.jpg|thumb|none|600px|This FIA fighter takes his fuse-changing seriously, his TRG-21 always with him in his electrical duties.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg20hud.jpg|thumb|none|600px|The TRG-20, a carbine variant, looking over some sandbags.]]&lt;br /&gt;
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[[image:trg20world.jpg|thumb|none|600px|A shemag'ed soldier, towering over the landscape, in a tower, with his TRG-20.]]&lt;br /&gt;
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[[image:trg21eglmhud.jpg|thumb|none|600px|A squad lead props his TRG-21 EGLM on a set of sandbags.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21eglmworld.jpg|thumb|none|600px|An FIA leader, his radical bandana, and his TRG-21 EGLM, in the shade of a small coniferous bush.]]&lt;br /&gt;
&lt;br /&gt;
=== Kel-Tec RFB Carbine ===&lt;br /&gt;
[[Kel-Tec RFB Carbine]]s modified into a fictional amphibious weapon appears as the '''SDAR''' (Special Dual-medium Assault Rifle), and is used by all factions. It is chambered in 5.56x45mm NATO, and can use two types of magazines: 30-round STANAG magazines, and 20-round magazines with 5.56mm supercavitating ammunition, allowing it to fire underwater (visually, the weapon is always using straight 20-round magazines). Conceptually, the weapon is identical to the [[ADS Amphibious Rifle]] developed in Russia, with its name being almost a direct translation of ADS.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, its selector switch has only two positions marked; safe and fire, albeit the rifle's ability to fire in semi, three-round burst and full automatic modes. To compensate for its selectable settings, the switch will just stop halfway, at the 6 o'clock position, for burst fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:RFB-18.jpg|thumb|none|450px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:Sdarhud.jpg|thumb|none|600px|A diver takes cover by a rock, as his target fish swims away. The SDAR is mostly useless beyond 30m, this figure getting worse the deeper one goes.]]&lt;br /&gt;
&lt;br /&gt;
[[image:Sdarworld.jpg|thumb|none|600px|This diver is taking a good, close look at the seaweed, with his SDAR close by.]]&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== Mk 14 Mod 0 EBR ===&lt;br /&gt;
The [[M14#Mk. 14 Mod 0 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] is used by INDFOR soldiers in the Marksman role. It's known in-game as the '''Mk 18 ABR''' (Advanced Battle Rifle), and is chambered for 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR - 7.62x51 NATO, with a Harris bipod and vertical RIS foregrip.]]&lt;br /&gt;
[[image:mk18hud.jpg|thumb|none|600px|An CSAT marksman, overlooking the solar field of Altis with his Mk 18 ABR.]]&lt;br /&gt;
[[image:mk18world.jpg|thumb|none|600px|The red warning light flashing, a soldier takes steady aim at a distant target with his Mk 18 ABR.]]&lt;br /&gt;
&lt;br /&gt;
=== CheyTac M200 ===&lt;br /&gt;
The [[CheyTac M200]] is the anti-materiel rifle of the BLUFOR faction, and is labelled as the '''M320 LRR''' (Long Range Rifle) ingame. It is chambered in .408 CheyTac.&lt;br /&gt;
&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
&lt;br /&gt;
[[image:m32hud.jpg|thumb|none|600px|A NATO sniper overlooks the red roofs of Altis, with his M320 trained on them tightly.]]&lt;br /&gt;
&lt;br /&gt;
[[image:m320world.jpg|thumb|none|600px|Keeping himself shady, said sniper's earlier position is revealed, and his M320's hefty barrel is shown off.]]&lt;br /&gt;
&lt;br /&gt;
=== Gepard GM6 Lynx ===&lt;br /&gt;
&lt;br /&gt;
The [[Gepard anti-materiel rifle series|'''GM6 Lynx''']] is the anti-materiel rifle of the CSAT faction. It's one of the few weapons in the entire game to have its real name, and its field manual entry also mentions its real manufacturer, Gepard. It was first demoed at the Gamescon conference, and was licenced from SERO Engineering Ltd., the designer of the weapon. It's chambered in 12.7x108mm.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|450px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[image:gm6hud.jpg|thumb|none|600px|An CSAT sniper takes aim at a small hill with his GM6 Lynx.]]&lt;br /&gt;
&lt;br /&gt;
[[image:gm6world.jpg|thumb|none|600px|Said sniper, and his GM6 Lynx. For such a rare weapon, the detail on display is phenomenal.]]&lt;br /&gt;
&lt;br /&gt;
=== Izhmash VS-121 ===&lt;br /&gt;
&lt;br /&gt;
The [[VS-121]] was released on October 31st, 2013, and replaces the Mk14 EBR for CSAT's marksmen. In game, it's known as the '''Rahim''', and is chambered for 7.62x54mm. It can fire in full-auto like the SVU-A.&lt;br /&gt;
&lt;br /&gt;
[[Image:VS-121.jpg|thumb|none|450px|Izhmash VS-121 - 7.62x54R]]&lt;br /&gt;
&lt;br /&gt;
[[image:rahim1.jpg|thumb|none|600px|An CSAT marksman takes a prone position with his Rahim.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rahim2.jpg|thumb|none|600px|World view of the Rahim, as the CSAT marksman zeroes in.]]&lt;br /&gt;
&lt;br /&gt;
=== Noreen &amp;quot;Bad News&amp;quot; (*) ===&lt;br /&gt;
&lt;br /&gt;
Added as part of the Marksmen DLC on 8/4/15, the '''MAR-10''' is heavily inspired by the [[Noreen Bad News|Noreen &amp;quot;Bad News&amp;quot;]] rifle according to the devs. It uses custom stock, custom grip and custom handguard seemingly inspired by the War Sport LVOA handguard. It's chambered for .338 Lapua, and is tied to the NATO faction.&lt;br /&gt;
&lt;br /&gt;
The side of the magazine well depicts a modified Bohemia Interactive logo and is marked &amp;quot;Bohemia Industries Firearms Division&amp;quot;, a cheeky reference to the game's developers, Bohemia Interactive. The logo also appears on the Type 115 in the Apex DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:noreen.jpg|thumb|none|450px|Noreen &amp;quot;Bad News&amp;quot; (early model) - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[image:mar101.jpg|thumb|none|600px|A NATO sniper peeks over some lovely red roofs, and contacts contacting his roofer. He might have to put down his MAR-10, though.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mar102.jpg|thumb|none|600px|These cliffs contrast the sniper's full ghillie suit, but it's a pretty sweet view down there.]]&lt;br /&gt;
&lt;br /&gt;
=== SIG 556 DMR (*) ===&lt;br /&gt;
&lt;br /&gt;
Added as part of the Marksmen DLC, the '''Mk-I EMR''' (Enhanced Marksman Rifle) is heavily inspired by the [[SIG SG 550#SIG SG 556 DMR|SIG 556 DMR]]. It was rechambered in game for 7.62mm, with the developers giving the reasoning that 5.56mm would be too weak for ArmA 3's future. It fires in single or full auto, and is also tied to the NATO faction.&lt;br /&gt;
&lt;br /&gt;
The weapon is marked &amp;quot;Mk-I EMR 7.62mm Bohemia Armory&amp;quot;, another Easter Egg referring to the game's developers.&lt;br /&gt;
&lt;br /&gt;
[[Image:556-DMR-Bi-Pod-Up.jpg|thumb|none|450px|SIG-Sauer SIG556 DMR with polymer magazine, Magpul PRS stock, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk1emr1.jpg|thumb|none|600px|His Mk-I EMR in hand, this NATO soldier ponders diving into the bushes for a minute.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk1emr2.jpg|thumb|none|600px|Instead, he mounts up on a fence, and takes aim down a hill.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Cyrus&amp;quot; (*) ===&lt;br /&gt;
&lt;br /&gt;
The first Marksmen rifle for the CSAT faction is pretty odd. It's known as the '''Cyrus'''. It's claimed by the developers to be inspired by the SVD and Saiga rifles, and seems to be primarily based on the [[SVD#SVDK|SVDK]]. It's chambered for 9.3x64mm as a counterpart to NATO's .338 Lapua Magnum, and fires in single or full auto.&lt;br /&gt;
&lt;br /&gt;
The side of the magazine well reads: &amp;quot;Cyrus 9.3x64 / Made in Chenarus&amp;quot;, referencing Chenarus, the fictional country from ''ArmA 2''.&lt;br /&gt;
&lt;br /&gt;
[[file:SVDK.jpg|thumb|none|450px|SVDK - 9.3x64mm 7N33]]&lt;br /&gt;
&lt;br /&gt;
[[image:cyrus1.jpg|thumb|none|600px|That wrecked car might have some loot. Wait, this isn't DayZ. And this isn't my Cyrus!?!]]&lt;br /&gt;
&lt;br /&gt;
[[image:cyrus2.jpg|thumb|none|600px|Mounting your weapon for increased accuracy is never going to get boring.]]&lt;br /&gt;
&lt;br /&gt;
=== VSS (*) ===&lt;br /&gt;
&lt;br /&gt;
The other CSAT faction Marksmen rifle is a very [[VSS]]-esque design, designated the '''ASP-1 Kir'''. Perhaps owing to the future setting, it's a very customized design. It is integrally suppressed, and chambered for the subsonic 12.7x54mm round, making it the least accurate and shortest-ranged rifle in the game, in return for incredible power within its short effective range. Its caliber suggests it to be an evolution of the [[VSSK Vychlop|VKS]], which the developers mentioned was one inspiration/real life counterpart. Is also used by the Spetnatz in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:asp11.jpg|thumb|none|600px|A cache of weapons, watched from the shadows by a CSAT sniper. Ain't no one getting this, not while his ASP-1 Kir is around.]]&lt;br /&gt;
&lt;br /&gt;
[[image:asp12.jpg|thumb|none|600px|The ghillie suits were radically improved with the Marksmen DLC, including designs for arid and semi-arid conditions.]]&lt;br /&gt;
&lt;br /&gt;
=== M14 (*) ===&lt;br /&gt;
&lt;br /&gt;
A more retro design in these future days, the [[M14]] battle rifle turns up almost totally un-modified as the '''Mk14'''. It's tied to the FIA faction, is chambered for 7.62mm, and fires in semi or full-auto.&lt;br /&gt;
&lt;br /&gt;
A civilian variant with shorter 10 rounder mags, a wooden stock and in semi-auto only was added in the ''Contact'' DLC as the &amp;quot;Mk14 Classic&amp;quot; where it's commonly used by Livonian hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk141.jpg|thumb|none|600px|Tactically Significant Windmills ain't got nothing on a Mk14. This rusty ol' baby will strike fear into the hearts of men.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk142.jpg|thumb|none|600px|Hrm. Maybe get out of the rubbish there, AAF trooper?]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3m14.jpg|thumb|none|600px|A rendering of the &amp;quot;Mk14 Classic&amp;quot; from the Contact DLC.]]&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
=== KAC Stoner LMG ===&lt;br /&gt;
The [[Knight's Armament LMG|KAC Stoner LMG]], appearing as the '''Mk200''', is the machine gun available to INDFOR in-game. It features a Magpul UBR stock and can be fitted with various accessories. It fires 6.5x39mm caseless ammunition. Is also used by LDF in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:KAC LMG.jpg|thumb|none|450px|KAC Stoner LMG - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk200hud.jpg|thumb|none|600px|This Altian machinegunner probably knows what Frini Opuvn means, but his Mk200 does not.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk200world.jpg|thumb|none|600px|An AAF autorifleman takes aim around a corner of a small wall, his Mk200 ready to lay down some Dakka. Note the markings, which say: &amp;quot;Vigilante Design / Buffalo, NY / USA&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== IMI Negev NG7 ===&lt;br /&gt;
&lt;br /&gt;
The [[IMI Negev]] is the CSAT medium machine gun, chambered in 7.62x51mm NATO, and appears as the '''Zafir'''. It is fitted with a variety of modern furniture, including a FAB Defense stock. The Field Manual says that the Zafir is mass-produced in China based on a copied Israeli design.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:zafirhud.jpg|thumb|none|600px|An CSAT machinegunner pokes his head out of his defilade position, preparing his Zafir to rain down hell on some colourful containers.]]&lt;br /&gt;
&lt;br /&gt;
[[image:zafirworld.jpg|thumb|none|600px|Another view of our CSAT machinegunner. Before the release of the Marksmen DLC, bipods were completely unusable.]]&lt;br /&gt;
&lt;br /&gt;
=== LWMMG (*) ===&lt;br /&gt;
&lt;br /&gt;
The first of two GPMGs added with the Marksmen DLC, the '''SPMG''' (Special Purpose Machine Gun) is a design inspired by the [[General Dynamics Lightweight Medium Machine Gun]]. It's tied to the NATO faction, and fires .338 Norma Magnum rounds in 130-round belt boxes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Lwmmg.jpg|thumb|none|450px|Lightweight Medium Machine Gun prototype with Trijicon TA648MGO-M2 6x48 ACOG scope - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[image:spmg1.jpg|thumb|none|600px|Taking watch down a bend in the road, a NATO GPMG gunner keeps keen with his SPMG in hand. ]]&lt;br /&gt;
&lt;br /&gt;
[[image:spmg2.jpg|thumb|none|600px|A prone view of the SPMG. A very useful position to take.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch MG5 A2 (*) ===&lt;br /&gt;
&lt;br /&gt;
The other GPMG added by the Marksmen DLC was CSAT's '''Navid''', also inspired by a real-world analogue, the [[Heckler &amp;amp; Koch MG5|Heckler &amp;amp; Koch MG5 A2]]. It fires in full-auto, and interestingly, a three-round burst fire mode that fires much, much faster than the full-auto mode. It's chambered for 9.3x64mm.&lt;br /&gt;
&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:hk1212.jpg|thumb|none|600px|Man, that wrecked truck looks dangerous. This Navid is probably scaring the baddies away, though.]]&lt;br /&gt;
&lt;br /&gt;
[[image:hk1214.jpg|thumb|none|600px|&amp;quot;Hey, Dave, d'you wanna sit up before you shoot that x-ray?&amp;quot; &amp;quot;Nah, screw it. I'm comfy.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== Metal Storm 3GL ===&lt;br /&gt;
The '''[[Metal Storm Weapons#Metal Storm 3GL|3GL]]''' from Australian company Metal Storm is the standard underbarrel launcher of NATO forces, mounted on the MX rifle. It fires both normal 40mm grenades (which is realistically unlikely, given the 3GL's use of electronic firing through induction coils instead of primers and strikers) and stacked 40mm grenades (represented as &amp;quot;three-round magazines&amp;quot; in terms of game coding), in frag, flare and smoke variants. The in-game reload animation depicts the grenades as being muzzle-loaded instead of breech-loaded, for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:3gl on m16.jpg|thumb|none|450px|Metal Storm 3GL and an M16 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mx3glworld.jpg|thumb|none|600px|A NATO leader, and his 3GL. The pistol grip is never used, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
=== Madritsch ML40 ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''EGLM'''&amp;quot; of CSAT's [[DIO KH2002]] appears to be based on the [[Madritsch ML40|ML40]] 40mm underbarrel grenade launcher from Madritsch Weapon Technology. It is visually different from the FN GL-1, and opens to the side instead of having a forward-sliding breech.&lt;br /&gt;
&lt;br /&gt;
[[File:ML40 mk1.jpg|thumb|none|400px|Madritsch ML40 mk1 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaglworld.jpg|thumb|none|600px|An CSAT leader, taking aim with his EGLM. Note the small trigger for the grenade launcher inside the trigger guard, absent on the other variants.]]&lt;br /&gt;
&lt;br /&gt;
=== FN GL-1 ===&lt;br /&gt;
[[FN GL-1]] launchers, named '''EGLM''', are seen mounted on [[FN F2000 Tactical]] and [[Tavor TAR-21]] rifles in-game. It fires frag, flare, and smoke rounds, of varying types.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNGL1.jpg|thumb|none|400px|FN GL-1 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20eglmworld.jpg|thumb|none|600px|An AAF soldier, poking around a corner, his EGLM trained on something suspect.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21eglmworld.jpg|thumb|none|600px|An FIA guerrilla takes careful aim with his EGLM. The configuration is overall very reminiscent of the GTAR-21, and also note how the trigger of the GL-1 has been relocated.]]&lt;br /&gt;
&lt;br /&gt;
== Rocket/Missile Launchers ==&lt;br /&gt;
=== 9K115-2 Metis-M  ===&lt;br /&gt;
The [[9K115-2 Metis-M]] (NATO reporting name AT-13 Saxhorn-2) SACLOS wire-guided launcher was added to ''ArmA 3'' for free in the Tanks DLC update released on April 11th, 2018, under the fictional designation of '''9M135 Vorona''' (with the fictional NATO reporting name AT-19 Sweeper). It is exclusive to CSAT, used by both their Mediterranean and Pacific branch, and can fire HEAT tandem or HE missiles. It only exists as a man-portable launcher, which doesn't exist in real life but did previously appear in ''[[ArmA II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:9K115-2.jpg|thumb|none|400px|9K115-2 Metis-M launcher and missile - 130mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 9M135 Vorona.jpg|thumb|none|600px|A CSAT Heavy AT soldier holds the 9M135 Vorona.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 9M135 Vorona World.jpg|thumb|none|600px|It is quite a hefty launcher.]]&lt;br /&gt;
&lt;br /&gt;
=== Carl Gustaf M4 ===&lt;br /&gt;
The [[Carl Gustaf M4]] recoilless rifle was added to ''ArmA 3'' for free in the Tanks DLC update released on April 11th, 2018. Despite being primarily trialed by the US Army in real life, it uses the Navy Mk / Mod naming scheme in-game, being designated '''MAAWS Mk4''' with Mod 1 and Mod 0 being the two appearing variants. It is available to NATO (both Mediterranean and Pacific branches) and AAF, and used in limited numbers by CTRG and FIA. Mod 1 features an Aimpoint FCS12 computerized sight with a laser rangefinder, and is used exclusively by NATO and CTRG. The Mod 0 variant lacks this fire control system and uses a traditional optical sight, and is used by AAF and FIA.&lt;br /&gt;
&lt;br /&gt;
Essentially the NATO counterpart to CSAT's RPG-42 unguided launcher, both variants of the MAAWS can fire HEAT tandem or HE munitions. Unlike the real Carl Gustaf M3 adopted under the MAAWS designation by the United States military whose designation stands for &amp;quot;Multi-Role Anti-armor / Anti-personnel Weapon System&amp;quot;, the in-game MAAWS rather redundantly stands for &amp;quot;Multi-role Anti-armor Anti-'''tank''' Weapon System&amp;quot;, according to the field manual. It's also used by the LDF in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlGM4-Aimpoint.jpg|thumb|none|450px|Carl Gustaf M4 with Aimpoint FCS12 digital fire control system - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
[[Image:AimpointFCS12Rear.jpg|thumb|none|200px|Rear view of an Aimpoint FCS12, showing controls.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 0.jpg|thumb|none|600px|An AAF Light AT soldier wields the MAAWS Mk4 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 0 World.jpg|thumb|none|600px|Nothing out of the ordinary so far.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 1.jpg|thumb|none|600px|A NATO Light AT soldier holds the MAAWS Mk4 Mod 1, with its Aimpoint FCS12 fire control system. Note the somewhat inaccurate depiction of the rear controls (the panel being squashed vertically), incorrect number and placement of screws, and missing rear lens cover.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 1 World.jpg|thumb|none|600px|The photos of the launchers added in the Tanks DLC are all taken on Malden 2035, a free official remake of Malden from ''Operation Flashpoint''.]]&lt;br /&gt;
&lt;br /&gt;
=== NLAW ===&lt;br /&gt;
The [[NLAW]] (British designation for the MBT LAW) is the standard launcher of NATO troops. It is designated the '''PCML''' in game, standing for Person-Carried Missile Launcher. Unlike the real NLAW, the in-game PCML is reloadable. It fires 150 mm missiles with HEAT tandem charge warheads, and uses a visual sensor for lock-on.&lt;br /&gt;
&lt;br /&gt;
The game simulates the soft-launch system of the real MBT LAW; the missile is first launched out of the launcher with a low powered ignition, and the main rocket then ignites after the missile travels for a few meters. The missile has a flight time of 7 seconds, and self destructs if it fails to hit anything when it runs out of fuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:NLAW.jpg|thumb|450px|none|SAAB Bofors Dynamics MBT LAW rocket launcher - 150mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:pcmlhud.jpg|thumb|none|600px|A NATO Rifleman Anti Tank soldier takes aim over a hill, with his PCML.]]&lt;br /&gt;
&lt;br /&gt;
[[image:pcmlworld.jpg|thumb|none|600px|Posing under a handy sign with his PCML, this soldier demonstrates it's lovely green hue.]]&lt;br /&gt;
&lt;br /&gt;
=== RPG-32 ===&lt;br /&gt;
The [[RPG-32|RPG-32 Hashim]] appears as the '''RPG-42 Alamut''' and is the standard CSAT launcher. Completely unguided, the RPG-42 can fire PG-42V HEAT tandem warheads or TBG-42V HE warheads. It's used by the Russian Spetnatz in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-32 Hashim.jpg|thumb|450px|none|RPG-32 Hashim - 105mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:rpg42hud.jpg|thumb|none|600px|An CSAT takes aim at an already-wrecked car with his RPG-42.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rpg42world.jpg|thumb|none|600px|The RPG-42's hex camo matches the soldier's helmet very nicely.]]&lt;br /&gt;
&lt;br /&gt;
=== Rafael Mini-Spike ===&lt;br /&gt;
The [[Rafael Mini-Spike]] appears as the '''Titan MPRL''' (full name: Titan Multi-Purpose Rocket Launcher), in two variants: a full-size one with a fictional longer hexagonal tube that only takes anti-aircraft munitions, and a &amp;quot;Compact&amp;quot; version with the size and square profile of the actual Mini-Spike, which can take anti-tank or anti-personnel munitions. The AA missiles are thermal guided, the AT missiles are thermal guided and can also use SACLOS guidance from the Titan MPRL Compact, and can also fire in direct fire mode or in a top attack mode, while the AP missiles are purely SACLOS guided. Both Titan variants are universal to all factions, and also comes in tripod mounted variants. The launcher is described as using 127 mm missiles instead of the real Mini-Spike's 75mm missiles.&lt;br /&gt;
&lt;br /&gt;
[[File:Rafael Mini-Spike.jpg|thumb|450px|none|Rafael Mini-Spike - 75mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:titanhud.jpg|thumb|none|600px|An CSAT soldier takes aim at some rocks, rather uselessly for an AA launcher.]]&lt;br /&gt;
&lt;br /&gt;
[[image:titanworld.jpg|thumb|none|600px|An CSAT soldier stands under a modern windmill with his Titan AA. The hex camo is unique to the CSAT variant of the Titan.]]&lt;br /&gt;
&lt;br /&gt;
[[image:titancompacthud.jpg|thumb|none|600px|A NATO soldier takes aim on some crimson roofs with his Titan Compact. ]]&lt;br /&gt;
&lt;br /&gt;
[[image:titancompactworld.jpg|thumb|none|600px|A soldier stands under an old-fashioned windmill with his Titan Compact. This variant can launch AT and AP rockets.]]&lt;br /&gt;
&lt;br /&gt;
== Mounted Weapons ==&lt;br /&gt;
=== GE GAU-8/A Avenger ===&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] cannon appears as the main armament of the NATO &amp;quot;A-164 Wipeout&amp;quot; (derived from the A-10 Thunderbolt II) CAS jet.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 gau8.jpg|thumb|none|600px|The Wipeout uses its GAU-8 to do exactly as its name entails.]]&lt;br /&gt;
&lt;br /&gt;
=== Browning M2 Heavy Barrel ===&lt;br /&gt;
The [[Browning M2 Heavy Barrel|Browning M2HB]] is seen mounted on the back of the Offroad Technical, used by the FIA faction in-game. It also features as part of the Remote Controlled Weapon System, or the '''RCWS''', alongside the GMG. &lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:m2hud.jpg|thumb|none|600px|An FIA machinegunner admires his M2.]]&lt;br /&gt;
&lt;br /&gt;
[[File:m2world.jpg|thumb|none|600px|An FIA partisan waits for the signal to unleash hell with his M2.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M2HB RCWS mount.jpg|thumb|none|500px|M2HB in a RCWS mount - .50 BMG]]&lt;br /&gt;
[[image:rcwshmg.jpg|thumb|none|600px|An RCWS setup with a single HMG, mounted on the CSAT Ifrit MRAP.]] &lt;br /&gt;
&lt;br /&gt;
[[image:gmgworld.jpg|thumb|none|600px|The RCWS is also used in a dual-fire capacity, firing from the M2 HMG, and the H&amp;amp;K GMG. It features on a variety of light APCs, artillery units and on the autonomous Stomper vehicle.]]&lt;br /&gt;
&lt;br /&gt;
===M224 Mortar===&lt;br /&gt;
The '''Mk6 Mortar''' is an 82mm mortar resembling a futuristic [[M224 Mortar]]. It is available to all major factions except CSAT Pacific. It has access to HE shells, white smoke shells, and white parachute flares. Like other mounted weapons, it can be disassembled for easy transport.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 Mortar.jpg|thumb|none|600px|A NATO Mortar Gunner and Assistant Gunner inspects their Mk6 Mortar.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch GMG ===&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] is seen as part of the RCWS, and is mounted on a bevvy of Arma 3's vehicles.&lt;br /&gt;
&lt;br /&gt;
[[image:HKGMG.jpg|thumb|none|400px|Hechkler &amp;amp; Kock GMG - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:rcwsgmg.jpg|thumb|none|600px|An RCWS mounted on an AAF Strider MRAP, equipped with a single GMG launcher.]]&lt;br /&gt;
&lt;br /&gt;
=== XM312 ===&lt;br /&gt;
The [[XM307 &amp;amp; XM312#XM312|XM312]] appears as the '''Mk30'''. It's used in tripods, raised tripods, autonomous tripods, and on patrol boats. It's used by the NATO, CSAT, and INDFOR factions.&lt;br /&gt;
&lt;br /&gt;
[[File:XM312hmg.jpg|thumb|none|450px|XM312 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk30aworld.jpg|thumb|none|600px|The Mk30, mounted on a low tripod. This particular variant is autonomous, and controlled via the UAV interface. It can also act without human control.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk30world.jpg|thumb|none|600px|A raised variant of the Mk30, crewed by someone looking to raise some hell.]]&lt;br /&gt;
&lt;br /&gt;
=== XM307 ===&lt;br /&gt;
&lt;br /&gt;
The [[XM307 &amp;amp; XM312#XM312|XM307]] appears as the '''Mk32'''. It's used on tripods, raised tripods, and autonomous tripods. It's used by NATO, CSAT, and INDFOR factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm30750cal.jpg|thumb|none|400px|XM307 ACSW - 25x59mm HEAB]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk32a.jpg|thumb|none|600px|The Mk32, mounted on a low tripod, with autonomous control.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk32world.jpg|thumb|none|600px|A taller tripod, crewed by a NATO soldier.]]&lt;br /&gt;
&lt;br /&gt;
=== Dillon Aero M134 Minigun ===&lt;br /&gt;
The [[Dillon Aero M134 Minigun|DA M134 Minigun]] is seen mounted on the &amp;quot;AH-9&amp;quot; attack helicopter (derived from the AH-6 Little Bird) used by the NATO faction in-game. It's also seen on the Assault Boat, and on the PO-30 Orca CSAT helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:minigunhud.jpg|thumb|none|600px|A NATO soldier inspects the textures and bump mapping of the Minigun mounted on his assault boat.]]&lt;br /&gt;
&lt;br /&gt;
[[image:minigunworld.jpg|thumb|none|600px|The same soldier, from a different angle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:minigunworld2.jpg|thumb|none|600px|The AH-9's minigun, one of a pair, before spinning up and unleashing a hellstorm.]]&lt;br /&gt;
&lt;br /&gt;
[[image:minigunworld3.jpg|thumb|none|600px|The PO-30 Orca only has one minigun, but it can still cause some havoc.]]&lt;br /&gt;
&lt;br /&gt;
=== General Dynamics XM301 ===&lt;br /&gt;
The [[General Dynamics XM301|GD XM301]] is seen mounted on the &amp;quot;AH-99 Blackfoot&amp;quot; attack helicopter (derived from the RAH-66 Comanche) used by the NATO faction in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:XM301b.jpg|thumb|none|450px|General Dynamics XM301 - 20x102mm]]&lt;br /&gt;
[[File:ah99world.jpg|thumb|none|600px|The AH-99 Blackfoot, flying with it's XM301 on proud display.]]&lt;br /&gt;
&lt;br /&gt;
=== General Dynamics GAU-19/A ===&lt;br /&gt;
The [[General Dynamics GAU-19/A|GD GAU-19/A]] is seen mounted on the &amp;quot;Mi-48 Kajman&amp;quot; attack helicopter (derived from the Mi-28 &amp;quot;Havoc&amp;quot;) used by the CSAT faction in-game. It is unclear why the GAU-19/A is featured as the main armament of the Mi-48 instead of the [[Shipunov 2A42]], although this reason could be for ''ArmA III'''s futuristic background. It does act like the 2A42, switching from HE to AP without needing to re-chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:Gau_19-2.jpg|thumb|none|400px|General Dynamics GAU-19/A with muzzle brake and mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:mi48world.jpg|thumb|none|600px|The Mi-48 Kamjman, with it's GAU-19/A ready to spin up.]]&lt;br /&gt;
&lt;br /&gt;
=== ZVI Plamen PL-20 2x20mm gun pod ===&lt;br /&gt;
The &amp;quot;A-143 Buzzard&amp;quot; multi-role light attack jet used by the AAF is a L-159 Alca, previously seen in the Army of the Czech Republic DLC for ArmA 2. It comes with its underslung [[ZVI Plamen PL-20]] gun pod with dual 20mm cannons.&lt;br /&gt;
&lt;br /&gt;
[[File:Plamen.jpg|thumb|none|450px|ZVI Plamen PL-20 - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:l143world.jpg|thumb|none|600px|The ZVI Plamen PL-20, mounted underneath the A-143 Buzzard. If the gear of the craft isn't raised, it isn't damaged by the cannon's fire.]]&lt;br /&gt;
&lt;br /&gt;
=== Phalanx CIWS ===&lt;br /&gt;
The USS Freedom, a Gerald R. Ford class aircraft carrier, comes with automated defenses and is available for free. The [[Phalanx CIWS]] are labelled as &amp;quot;Praetorian 1C AAA&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Phalanx CIWS 1B.jpg|thumb|none|450px|Phalanx Block 1B CIWS - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3ciws.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== General Electric M61A2 (*) ===&lt;br /&gt;
A F/A-18 Super Hornet/F-22 hybrid designated &amp;quot;F/A-181 Black Wasp II&amp;quot; was added to BLUFOR in the Jets DLC. Its primary armament is a 20mm &amp;quot;M61 Minigun&amp;quot;, likely referring to the real jets' [[M61 Vulcan]].&lt;br /&gt;
&lt;br /&gt;
[[File:M61-FA-18.jpg|thumb|none|450px|M61 Vulcan in the mounting used by the F/A-18 Hornet - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3fa28.jpg|thumb|none|600px|F/A-181 Black Wasp II]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;M61 Minigun&amp;quot; (*) ===&lt;br /&gt;
A JAS 39 Gripen was added to GREENFOR in the Jets DLC, designated &amp;quot;A-149 Gryphon&amp;quot;. While the real JAS 39 Gripen is armed with a [[Mauser BK-27]] 27mm autocannon, the in-game Gryphon is armed with the same M61 Minigun as the Black Wasp II.&lt;br /&gt;
&lt;br /&gt;
[[File:A3jas.jpg|thumb|none|600px|A-149 Gryphon]]&lt;br /&gt;
&lt;br /&gt;
=== Gryazev-Shipunov GSh-30-1 (*) ===&lt;br /&gt;
The Jets DLC adds the &amp;quot;To-201 Shikra&amp;quot; stealth multirole fighter jet to the CSAT side that seems to be a Su-57/Mig-29 hybrid with a 30mm &amp;quot;Gsh Cannon&amp;quot;, likely based on the [[Gryazev-Shipunov GSh-30-1]].&lt;br /&gt;
&lt;br /&gt;
[[File:GSh-301.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3pakfa.jpg|thumb|none|600px|To-201 Shikra]]&lt;br /&gt;
&lt;br /&gt;
==Explosives==&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank Mine===&lt;br /&gt;
The '''AT Mine''' is the [[M15 anti-tank mine]]. They're triggered when heavier vehicles drive over them; most civilian vehicles and quad bikes can drive over them without triggering them.&lt;br /&gt;
 &lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|300px|M15 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 AT Mine.jpg|thumb|none|600px|An inert AT mine, not yet buried into the ground.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore===&lt;br /&gt;
A slightly futuristic [[M18A1 Claymore]] appears as the '''Claymore Charge'''. The ArmA Claymore correctly demonstrates the real Claymore's command detonation, and can also be primed for a 40 second timed fuze. It has an effective kill radius of up to 50 meters, directed towards the front of the Claymore.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 Claymore.jpg|thumb|none|600px|A Claymore is deployed and ready to kill.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
&lt;br /&gt;
The '''Smoke Grenade''' model in ArmA 3 is the [[M18 smoke grenade]]. Colors available include white, red, orange, green, yellow, blue, and purple.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|M18 smoke grenade - Red.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 Smoke.jpg|thumb|none|600px|Every smoke grenade color in one image.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 Hand Grenade]] appears in-game as the '''RGO Grenade''', which is actually the name of [[RGO|a Soviet hand grenade]] that stood for &amp;quot;Hand Grenade Defensive&amp;quot;. Like the real RGO, it is heavier and releases more fragments, giving it a larger lethal area.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 fragmentation grenade]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 RGO Grenade.jpg|thumb|none|600px|An RGO Grenade, with its M67 markings giving away its true identity.]]&lt;br /&gt;
&lt;br /&gt;
===SLAM===&lt;br /&gt;
A &amp;quot;next generation&amp;quot; [[SLAM|Selectable Lightweight Attack Munition]] known as the '''M6 SLAM''' is found in ArmA 3 (in real life, production terminated in 2002, and the number only went up to M4). They're directional anti-vehicle landmines triggered when a vehicle comes in range.&lt;br /&gt;
&lt;br /&gt;
[[Image:SLAM.jpg|thumb|none|250px|M3 SLAM]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 SLAM.jpg|thumb|none|600px|No puns about slamming here, I'm afraid.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
The [[V40 Mini Grenade]] appears in-game as the '''RGN Grenade'''. Like the RGO Grenade, its name is also taken from a [[RGN|Soviet hand grenade]], standing for &amp;quot;Hand Grenade Offensive&amp;quot;. And just like the real deal, it is lighter and can be thrown farther, but releases less fragments, making it suitable for more offensive use.&lt;br /&gt;
&lt;br /&gt;
[[file:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 RGN Grenade.jpg|thumb|none|600px|The small RGN Grenade, lying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
===VS-50 Mine===&lt;br /&gt;
&lt;br /&gt;
The '''APERS Mine''' is a pressure-activated anti-personnel landmine. It seems to be based on a VS-50 or [[TS-50 anti-personnel mine]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Tecnovar TS-50.jpg|thumb|none|200px|TS-50 anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 AP Mine.jpg|thumb|none|600px|These small landmines are pretty deadly, so much so that BIS made an entire DLC campaign about civilian mine-clearing.]]&lt;br /&gt;
&lt;br /&gt;
= Arma 3 Apex =&lt;br /&gt;
&lt;br /&gt;
== Pistols ==&lt;br /&gt;
&lt;br /&gt;
=== Makarov PMM ===&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PMM]] appears as the standard backup pistol for the Syndikat militia forces. It's known as the '''PM''' in game, and is chambered for 9x21mm. The Field Manual describes the weapon as a Ukrainian made pistol based on the Makarov pistol, rechambered for 9x21mm. It uses its own 10-round magazines incompatible with any other 9mm pistols; the Field Manual notes that the PM's 9x21mm is shorter and wider (due to different caliber measuring procedures in Russia), making it incompatible with the international standard 9x21mm. It has no attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
[[Image:arma3_pm_1.jpg|thumb|none|600px|Welcome to Tanoa. Welcome back, Makarov.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:arma3_pm_3.jpg|thumb|none|600px|Drive me closer! I want to shoot them with my pistol!]]&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch MP5K  ===&lt;br /&gt;
&lt;br /&gt;
The Tanoan Gendarmerie Police use an [[MP5K]] with RIS and PDW stock. It's known in game as the '''Protector''', and like most future SMGs, is chambered for 9x21mm in curved 30 round magazines (shared with the CZ Scorpion Evo 3 A1 coding-wise, thus the magazine icon is that of the Scorpion magazine).&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock attached, commonly used in films to emulate the PDW - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mp5_1.jpg|thumb|none|600px|Covering down the highway with a Protector 9mm. Protect and serve.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mp5_2.jpg|thumb|none|600px|A Gendarmerie on guard duty. Don't tell him his gun is a model rip from DayZ. You might upset him.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch HK416A5  ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416A5]] appears as the standard arm of CTRG Special Forces on Tanoa. It appears as the '''SPAR-16''' (full name: Special Purpose Assault Rifle, only  mentioned by the announcer in the NATO showcase) under a variety of variants; the standard assault rifle, SPAR-16S light support weapon with extended barrel, Beta C drum magazines (holding 150 rounds instead of the real 100) and vertical foregrip, and SPAR-16 GL equipped with the M320 GLM. It's chambered for 5.56x45mm, and has a bevvy of rails for attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk16_1.jpg|thumb|none|600px|A fallen tree can make for great cover in Tanoa. It also makes for a good resting place for your SPAR-16 rifle. ]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk16_2.jpg|thumb|none|600px|Corrigated iron is easily penetrated by enemy fire. This might not be a great position...]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkdrum_1.jpg|thumb|none|600px|This variant of the SPAR-16, the SPAR-16S, features a 150 round drum mag and an extended barrel.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkdrum_2.jpg|thumb|none|600px|It's great for laying down a lot of Dakka.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkm320_1.jpg|thumb|none|600px|The launcher variant has a M320 (no, not the M320 LRR) mounted under the barrel. That launcher leaf sight only flips up once the launcher is selected, and unlike almost every other FPS ever, the character will actually properly line up the sights to your zeroed-in distance. Neato!]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkm320_2.jpg|thumb|none|600px|A bit of a shame the character doesn't use that little foregrip. Oh well.]]&lt;br /&gt;
&lt;br /&gt;
=== QBZ-95-1 ===&lt;br /&gt;
&lt;br /&gt;
A modified version of the [[QBZ-95-1]] appears as the standard arm of the Pacific forces of CSAT in a variety of configurations. It's known in its normal form as the '''CAR-95''', and is chambered for 5.8mm. Its alternate variants are the CAR-95-1 light support weapon variant with extended barrel, integrated bipod, and exclusively using 100-round drum mags (an analogue to the [[QBB-95]], though named in the style of QBZ-95-1), and the CAR-95 GL fitted with the QLG-10A grenade launcher.&lt;br /&gt;
&lt;br /&gt;
It has the selector switch of the original QBZ-95 instead of the QBZ-95-1, located on the stock instead of on the grip. Rather than having its prominent carry handle, it has the railed upper receiver modification from T97.ca for the Type 97 NSR, a civilian version of the QBZ-97 5.56mm export model for the Canadian market. Unlike the reference image, the charging handle extends to the right instead of the left.&lt;br /&gt;
&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95_1.jpg|thumb|none|600px|Keeping a close eye on town, a CSAT Pacific trooper surveys with his CAR-95 close to his hands, and his heart.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95_2.jpg|thumb|none|600px|He hides it on the job, but he really loves this rifle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95drum_1.jpg|thumb|none|600px|The LMG gunner variant of the 95, the CAR-95-1, doesn't look that different from a first-person view.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95drum_2.jpg|thumb|none|600px|Ooh, it looks a bit different now. Drum mag of 100 rounds, a longer barrel, and a lovely beach!]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95launcher_1.jpg|thumb|none|600px|A CAR-95 GL prepares to shell a nearby shop. Oh dear.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95launcher_2.jpg|thumb|none|600px|Uh oh. No finger on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=== AK-12  ===&lt;br /&gt;
&lt;br /&gt;
The 2012 prototype of the '''[[AK-12]]''' appears in the ''Apex'' DLC with some odd mish-mash of capabilities from multiple variants. Like the prototype variation it's modeled after, it features full-auto, semi-auto, and burst-fire modes, bursts firing at a noticeably higher rate than the other modes; however, burst-fire is limited to two rounds at a time, which is something from the production version. It's also chambered in 7.62x39mm, presumably to keep the ammo in line with the AKM rifle, though a steel magazine on the AKM turns into a polymer magazine when used on the AK-12. It's used by the Syndikat faction.&lt;br /&gt;
&lt;br /&gt;
In the ''Contact'' DLC, two additional variants of the AK-12 are added to the game, completing the family: the &amp;quot;AKU-12&amp;quot; (a misnomer of the planned AK-12U) carbine, and the &amp;quot;RPK-12&amp;quot; LMG variant. These are all used by the Russian Spetsnaz, and share the same 7.62mm chambering. In real life, these two prototype variants were only planned, and most likely didn't enter development stage, instead only existing on early photoshopped images. The 2016 iteration of the AK-12 design later developed carbine and LMG variants, those being AK-15K and RPK-16 respectively (though the RPK-16 is only exists in 5.45mm), which look markedly different from the early designs appearing in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|7.62x39mm AK-12 prototype (photoshopped mock-up)]]&lt;br /&gt;
[[image:arma3_ak12_1.jpg|thumb|none|600px|A corregated steel house, covered by a Syndikat and his AK-12. It's probably got an enemy in it. Or not.]]&lt;br /&gt;
[[image:arma3_ak12_2.jpg|thumb|none|600px|A Syndikat trooper at ease on a Tanoan beach.]]&lt;br /&gt;
[[image:arma3_ak12launcher_1.jpg|thumb|none|600px|The launcher variant of the AK-12 has a GP-25 mounted, for extra boom.]]&lt;br /&gt;
[[image:arma3_ak12launcher_2.jpg|thumb|none|600px|These natives were very agreeable with our request to use them for fire support mounting.]]&lt;br /&gt;
[[Image:AK-12U.jpg|thumb|none|450px|Photoshopped &amp;quot;AK-12U&amp;quot; sub-carbine - 5.45x39mm]]&lt;br /&gt;
[[image:A3aku12.jpg|thumb|none|600px|AK-12U variants in ''Arma 3 Contact'']]&lt;br /&gt;
[[Image:RPK-12.jpg|thumb|none|450px|Photoshopped &amp;quot;RPK-12&amp;quot; LMG - 7.62x39mm]]&lt;br /&gt;
[[image:A3rpk12.jpg|thumb|none|600px|RPK-12 variants in ''Arma 3 Contact'']]&lt;br /&gt;
&lt;br /&gt;
=== AKM  ===&lt;br /&gt;
&lt;br /&gt;
The welcome return of the '''[[AKM]]''' is made in Apex. It's one of the very few main rifles with no points for attachments. It's chambered for 7.62x39mm, and is a standard arm of the Syndikat criminal faction.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_akm_1.jpg|thumb|none|600px|Welcome back, old friend. The AKM in the hands of a Syndikat rebel, surveying the port.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_akm_2.jpg|thumb|none|600px|A Syndikat smuggler, checking his boat for cargo, and combatants.]]&lt;br /&gt;
&lt;br /&gt;
=== AKS-74U  ===&lt;br /&gt;
&lt;br /&gt;
The '''[[AKS-74U]]''' appears, the only weapon chambered in 5.45x39mm so far in the game. It's standard for Syndikat launcher users.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_aks_1.jpg|thumb|none|600px|Covering down the street with an AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_aks_2.jpg|thumb|none|600px|A Syndikat goon shows off the new ability to fire from some passenger seats of vehicles with his AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Type 115&amp;quot;  ===&lt;br /&gt;
&lt;br /&gt;
The '''Type 115''' is a very, very strange addition. It seems similar to concepts like the H&amp;amp;K OICW and the Chinese QTS-11, combining two separate firearms into one case. In this case, the upper is a 6.5mm assault rifle, and the lower is a semi-auto only rifle in the .50 BW caseless round which is based off the .50 Beowulf round. It's used exclusively by the CSAT Special Forces &amp;quot;Viper&amp;quot; division.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K XM29 OICW.jpg|thumb|none|450px|1999 over / under Objective Individual Combat Weapon (OICW) - 5.56x45mm &amp;amp; 20x28mm. This is the second most depicted version.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ots-11-action.jpg|thumb|none|450px|QTS-11, the rumored &amp;quot;ZH-05&amp;quot; - 5.8x42mm &amp;amp; 20mm Grenade. Tested by PLAN.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ots-11-box.jpg|thumb|none|450px|QTS-11 system.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_future_1.jpg|thumb|none|600px|The .50 lower of the Type 115 is designed to make light-armoured targets more easily disabled by standard infantry fighters.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_future_2.jpg|thumb|none|600px|A CSAT &amp;quot;Viper&amp;quot; infantryman deliberately picks a weapon with a finish that clashes with his outfit for the benefit of anyone viewing. Interestingly, the suit he's wearing is a thermal shielding suit, which makes him 100% invisible to in-game thermal optics.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch HK417 A2  ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417|Heckler &amp;amp; Koch HK417A2]] appears under the name '''SPAR-17''' as the standard DMR of the CTRG forces on Tanoa. It's chambered for 7.62x51mm, and has a variety of attachment points.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk417A2-16.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 A2 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk17_1.jpg|thumb|none|600px|Searching the dense trees for tangos might be a bit easier if this trooper hadn't lost his scope in the bushes. Oh, dear.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk17_2.jpg|thumb|none|600px|A CTRG trooper mounting his SPAR-17 on a railing, as he prepares to open fire.]]&lt;br /&gt;
&lt;br /&gt;
=== QBU-88  ===&lt;br /&gt;
&lt;br /&gt;
The Norinco [[QBU-88]] appears under the name '''CMR-76''' and is used by the CSAT Pacific faction as the standard DMR rifle. It's chambered for 6.5mm in exclusive 20 round magazines, and naturally, has lots of room for attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_88_1.jpg|thumb|none|600px|A parachute drop is probably the only way this marksman would end up so high on this clifface. Oops.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_88_2.jpg|thumb|none|600px|Our failed parachutist takes aim at something suspect in the distance.]]&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== M249 Para ===&lt;br /&gt;
&lt;br /&gt;
The [[M249 Paratrooper]] appears as the standard LMG for Syndikat gunners, under the name '''LIM-85''' (Light Infantry Machine gun). It has two different selectable firing speeds, one fast and one slow; the original FN Minimi has such a feature through its manually adjustable two-position gas valve with the settings normal and adverse, adverse increasing the ROF from 700–850 RPM to 950–1,150. The feature was eliminated on the M249, however. It's chambered for 5.56x45mm, has a heat shield, and a railed handguard that oddly enough seems to be patterned after the railed handguard of the [[Mk 46 Mod 1]]. It lacks M249's original bipod, and has an unremovable rail-mounted grippod instead.&lt;br /&gt;
&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mk46_1.jpg|thumb|none|600px|A quarry. We can smash up some of those rocks with this dakka-machine.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mk46_2.jpg|thumb|none|600px|The LIM-85's unique Grippod can be deployed just the same as bipods thanks to mechanics added with the Marksmen DLC.]]&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== GP-25 ===&lt;br /&gt;
The '''[[GP-25]]''' is the underbarrel grenade launcher used by the Syndikat, mounted on AK-12s. Coding-wise, it uses the same 40mm grenade as ammunition as most grenade launchers in the game. Logically however, this would not work since the GP-25 uses caseless VOG-25 grenades instead of the cased 40x46mm grenades depicted on the menus and used on the other launchers. Animation-wise, the GP-25 is shown loading and firing caseless VOG grenades correctly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-25 1.jpg|thumb|none|400px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_ak12launcher_2.jpg|thumb|none|600px|Just another day on Tanoa.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch M320 ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the underbarrel grenade launcher for the CTRG special forces on Tanoa, mounted on their H&amp;amp;K HK416A5 assault rifles. It is named '''GLM''' on the HUD.&lt;br /&gt;
&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 (5.56x45mm) with AG-C/EGLM grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkm320_2.jpg|thumb|none|600px|A CTRG operator ready to lay down some explosions.]]&lt;br /&gt;
&lt;br /&gt;
=== QLG-10A ===&lt;br /&gt;
&lt;br /&gt;
The [[QLG-10A]], designated '''GL 15A''', is the standard underbarrel grenade launcher for CSAT Pacific, mounted on their modified QBZ-95-1s. In-game, it fires the same 40mm grenades as everyone else, giving it the same grenade logic problems as the GP-25.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95-1GL.jpg|thumb|none|400px|Norinco QBZ-95-1 with QLG-10A grenade launcher - 5.8x42mm / 35mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95launcher_2.jpg|thumb|none|600px|A CSAT grenadier in his natural habitat.]]&lt;br /&gt;
&lt;br /&gt;
== Rocket/Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== RPG-7 ===&lt;br /&gt;
&lt;br /&gt;
The '''[[RPG-7]]''' appears as itself, and is the standard launcher for Syndikat forces. The only grenade the weapon can launch is the RPG-7V HEAT grenade. A neat detail is that the rear sight is animated based on the user's zeroing.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|450px|none|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_rpg_1.jpg|thumb|none|600px|Targetting one of the new NATO drones, a helicopter gunship variant, parked on the runway. I'm gonna wreck it.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_rpg_2.jpg|thumb|none|600px|Our brave Syndikat trooper takes cover behind a wreck he's created, and prepares another round.]]&lt;br /&gt;
&lt;br /&gt;
== Mounted Weapons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GE GAU-12/U  ===&lt;br /&gt;
The V44-X Blackfish, the VTOL transport aircraft of NATO Pacific (based on a futuristic V-22 Osprey), comes in a gunship configuration that uses a [[General Dynamics GAU-12/U|GAU-12/U]] alongside the Bofors 40mm and M102 Howitzer, just like the real-life AC-130U.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|450px|GE GAU-12/U five-barrel cannon - 25mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3spooky.jpg|thumb|none|600px|A V44-X Blackfish showing its armaments. From left to right: GAU-12/U, Bofors 40mm, M102 Howitzer. The in-game minigun is said to be a 20mm Minigun, while the two other weapons have stated calibers that are the same as real life, 40mm and 105mm.]]&lt;br /&gt;
&lt;br /&gt;
=== Bofors 40mm  ===&lt;br /&gt;
The V44-X Blackfish comes in a gunship configuration that uses a [[Bofors 40mm]] alongside the GAU-12/U and M102 Howitzer, just like the real-life AC-130U.&lt;br /&gt;
&lt;br /&gt;
[[File:40mm bofors.jpg|thumb|none|450px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
&lt;br /&gt;
=== M102 105mm Howitzer ===&lt;br /&gt;
The V44-X Blackfish comes in a gunship configuration that uses a [[M102 Howitzer]] alongside the GAU-12/U and Bofors 40mm, just like the real-life AC-130U.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|450px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
= Arma 3 Contact =&lt;br /&gt;
&lt;br /&gt;
Note: The AKU-12 and RPK-12, added in the Contact DLC, are covered in the AK-12 section found under the Arma 3 Apex heading. Likewise, the 10-round Mk14 variant added in Contact DLC is covered in the M14 section under the Arma 3 base game heading.&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Kozlice&amp;quot; ===&lt;br /&gt;
The '''Kozlice''', Czech for over/under shotgun, returns from ''[[Operation Flashpoint]]'' in both sawn-off and full-length form. It appears to be a fictional version based on the Beretta DT-11 with elements of the CZ Drake, and commonly appears with Livonian hunters and looters.&lt;br /&gt;
&lt;br /&gt;
[[Image:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3koz.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Crye Precision SIX12 ===&lt;br /&gt;
The [[Crye Precision Six12]] in its underslung configuration is available for use by Livonian forces, equipped on their Promet assault rifles. It is known in-game as the '''TSP-12'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Six12underslung.jpg|thumb|none|450px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[image:a3msbs.jpg|thumb|none|600px|The SIX12 underslung on a Promet assault rifle.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifles ==&lt;br /&gt;
=== MSBS Grot  ===&lt;br /&gt;
The bullpup version of the [[MSBS Series|MSBS-5.56 Grot]] appears as the '''Promet''', the standard arm of the Livonian Defense Force. &amp;quot;Promet&amp;quot; is Polish for Promethium, reflecting the Polish tradition of naming rifles after minerals and elements.&lt;br /&gt;
&lt;br /&gt;
Chambered in 6.5mm, the weapon is configured in four versions: a 16-inch barreled assault rifle (which would be designated as Grot B16FB in real life under the Polish naming system), the assault rifle with its proprietary [[GPBO-40 grenade launcher]] (&amp;quot;Promet GL&amp;quot; in-game), the assault rifle equipped with the Six12 underbarrel shotgun (&amp;quot;Promet SG&amp;quot; in-game), or a 20-inch barreled marksman rifle (designated Grot B20PSFB under the Polish naming system, &amp;quot;Promet MR&amp;quot; in-game). The assault rifle can be equipped with a number of attachments, including a unique carry handle with an integrated scope.&lt;br /&gt;
&lt;br /&gt;
[[Image:Grot-gbpo.jpg|thumb|none|450px|Grot B16GFB-M2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:a3msbs.jpg|thumb|none|600px|A rendering of the Promet GL with the integrated scope/carry handle on the left, Promet SG with reflex sight on the right.]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3promdmr.jpg|thumb|none|600px|Another rendering of the Promet MR.]]&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== GPBO-40 ===&lt;br /&gt;
Livonian forces can equip the MSBS's proprietary [[GPBO-40]] grenade launcher on their Promet rifles, which is known in-game as the '''UGP-40'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Grot-gbpo.jpg|thumb|none|450px|GBPO-40 Grenade Launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:a3msbs.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{ARMA Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Yakuza_Kiwami&amp;diff=1384316</id>
		<title>Yakuza Kiwami</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Yakuza_Kiwami&amp;diff=1384316"/>
		<updated>2020-11-30T14:47:16Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Destroyer of Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Yakuza Kiwami&lt;br /&gt;
|picture = Yakuza_Kiwami_cover.jpg‎&lt;br /&gt;
|caption = North American box art&lt;br /&gt;
|series= ''[[Yakuza (series)|Yakuza]]''&lt;br /&gt;
|developer= Ryu Ga Gotoku Studios&lt;br /&gt;
|publisher= SEGA (JP/NA)&amp;lt;br&amp;gt;Deep Silver (EU/AUS)&lt;br /&gt;
|date= '''PlayStation 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
January 2016 (JP)&amp;lt;br&amp;gt;&lt;br /&gt;
'''PlayStation 4'''&lt;br /&gt;
January 2016 (JP)&amp;lt;br&amp;gt;&lt;br /&gt;
August 2017 (WW)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Windows'''&amp;lt;br&amp;gt;&lt;br /&gt;
February 2019 (WW)&lt;br /&gt;
|platforms= PS3&amp;lt;br&amp;gt;PS4&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre= JRPG, Brawler&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Yakuza Kiwami'' (Japanese:　'''龍が如く　KIWAMI''' Lit. ''Like A Dragon: Extreme'') is a Japanese video game released in January 2016 in Japan, August 2017 in English-speaking regions on PS4, and in February 2019 on PC. It is a remake of the original 2006 ''[[Yakuza]]'' game. However, most of the types of guns used on this game are different models compared to the original. It is likely that the guns were modelled on airsoft derivatives, as the game developer has previously credited Tokyo Marui for lending them airsoft models to use for [[Binary Domain]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==1911-Derived Pistol==&lt;br /&gt;
&lt;br /&gt;
A [[Colt 1911]] style pistol can be seen in the game used by character Shinji Tanaka, as well as being held by Haruka Sawamura after surviving the mass shooting at Bacchus. It most closely resembles a Para Ordnance LDA, although there are still differences such as the shape of the hammer and truncated rear spur.&lt;br /&gt;
&lt;br /&gt;
[[image:ParaOrdnanceLDA745.jpg‎|thumb|400px|none|Para Ordnance LDA 7.45]]&lt;br /&gt;
[[image:HarukaPA745.jpg‎|thumb|600px|none|Haruka holds the pistol while cowering in a corner in Bacchus.]]&lt;br /&gt;
[[File:Yk1911ShinjiTanaka.jpeg|thumb|600px|none|Shinji introduces himself to some Shimano family toughs with his 1911.]]&lt;br /&gt;
[[File:Ykiwamishinjitanaka1911.jpg|thumb|600px|none|Game wallpaper showing Shinji Tanaka with the 1911-style pistol]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is used by members of the MIA especially towards the final chapter.. It is also used by Nishikiyama Family Sergeant Kazuto Arase when he fights Kiryu on the roof top. A slow-motion sequence during the game correctly shows the delayed-blowback mechanism, where the barrel rotates around its axis to unlock the breech. However, the sequence is chronologically incorrect, as the gun starts blowing back ''before'' the projectile exits the barrel, not to mention that even in the slow-motion that it was at, the bullet would have been impossible to see due to travelling too fast. Of note is the fact that in the original ''[[Yakuza]]'' game, the MIA members and their leader Kyohei Jingu used what appear to be [[Glock pistol series#Glock 36|Glock 36]] pistols, the only known appearance of the model in a video game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg‎|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:Ykberetta92.jpg|thumb|600px|none|Kiryu and Date are threatened with the Beretta 92 in their first meeting with the MIA.]]&lt;br /&gt;
[[Image:YkBeretta92 3.jpg|thumb|600px|none|Kazuto Arase arrives on the rooftop with the rest of the Nishikiyama family, holding one of his Berettas.]]&lt;br /&gt;
[[Image:YkBeretta92 4.jpg|thumb|600px|none|Arase holds his pair of 92FS's on Kiryu during the bossfight.]]&lt;br /&gt;
[[Image:B92yakiwami.jpg|thumb|600px|none|A close-up of the gun from the beginning of the incorrectly-timed slow-mo sequence. Note the distinct &amp;quot;step&amp;quot; in the slide, reminiscent of [[Media:Beretta 92 early stepped slide.jpg|the earliest versions of the Beretta 92]].]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
&lt;br /&gt;
A [[Desert Eagle]] is purchasable from a weapons dealer as the &amp;quot;Tiger's Bane,&amp;quot; and is simply just the &amp;quot;Tiger Pistol&amp;quot; from ''Yakuza: Dead Souls'' ported over.&lt;br /&gt;
&lt;br /&gt;
[[image:MagResDE.357MarkI.jpg|thumb|none|400px|Desert Eagle Mk1 - .357 Magnum]]&lt;br /&gt;
[[image:Ykiwamideagle.jpg|thumb|none|400px|Kiryu struts around Kamurocho with his hand cannon.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears as the &amp;quot;9mm Automatic Pistol&amp;quot; and is used by a number of Yakuza gangsters and can also be purchased by Kiryu from the weapons dealer. Like most of the guns in this game, the Makarov's details are weirdly proportioned. The gun seems to have an extended barrel (a feature on Canadian imported Makarovs), plus a ring hammer and an oddly straighter grip. A rainbow-coloured version of this gun called &amp;quot;Mr Random&amp;quot; is available from a weapons dealer, where each bullet fired has a random effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baikal-442.jpg|thumb|none|400px|Baikal-442 - 9x17mm Browning/9x18mm Makarov/9x19mm. It is a Canadian market import model of the Makarov. It features an long barrel, not seen on the military Makarov pistol.]]&lt;br /&gt;
[[Image:YkMakarov1.jpg|thumb|600px|none|Nishikiyama shoots one of his henchman after he fails to follow orders.]]&lt;br /&gt;
[[Image:PMMakyakuzakiwami.jpg‎|thumb|600px|none|Akira Nishikiyama continues to unload on said henchman.]]&lt;br /&gt;
&lt;br /&gt;
==SIG P226/H&amp;amp;K USP==&lt;br /&gt;
&lt;br /&gt;
The Modified Air Gun returns from 0 as well, lifting the model of the P226/USP hybrid originally from ''[[Yakuza 3]]'' along for the ride. For some strange reason, the model in the game files is called a [[CZ-75]], suggesting it may have originally been based on the CZ P-07 model, which was close to being introduced when ''Yakuza 3'' was being developed.&lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|400px|Factory black (K-Kote) SIG-Sauer P226 pistol - 9x19mm]]&lt;br /&gt;
[[Image:pistole-p8.jpg|thumb|none|401px|Heckler &amp;amp; Koch P8 - 9x19mm. Note the reversed safety lever.]]&lt;br /&gt;
[[image:Ykiwamiairgun.jpg|thumb|600px|none|&amp;quot;Modified Model Gun&amp;quot; as it appears in the game menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Pro==&lt;br /&gt;
The [[SIG Pro]] can be seen used by Shintaro Kazama in a couple of flashback sequences. The first is when he dual-wields them to rescue Kazuma Kiryu by shooting the Snake Flower Triad men who were torturing him. The second is when he shoots the would-be assassin of Yumi and baby Haruka. Interestingly, although the pistol is named as a SIG Pro in the game files, both these flashbacks take place in the mid 1990s, before the SIG Pro actually went into production. Also, Kazama's SIG Pros feature a number of custom touches, including a vented front slide and wooden hand grips. A version of this gun that has been modified to fire tranquillizer darts can be purchased from a weapons dealer as the imaginatively-named &amp;quot;Drow-Z&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[image:Gsg9-1.jpg|thumb|none|400px|SIG Pro SP 2009 -9x19 mm]]&lt;br /&gt;
[[image:YkSIGProKazama.jpg|thumb|none|600px|Kazama wields dual SIG Pro's while rescuing Kiryu in a flashback.]]&lt;br /&gt;
[[image:Ykiwamisigpros.jpg|thumb|none|600px|A close up of the SIG Pro in one of these flashbacks, showing off the custom ports and wood grips.]]&lt;br /&gt;
[[image:YkiwamidrowZEE.jpg|thumb|none|600px|The SIG Pro in the in-game menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
&lt;br /&gt;
Antagonist Kyohei Jingu uses a [[Walther PPK]] as his primary sidearm, where he both grazes Kiryu and murders his love of his life Yumi in the final chapter. The gun is also used by Nishikiyama in said chapter, and suppressed versions are commonly used by his subordinates, the MIA Sergeants. For some reason, the de-cocking lever that was removed from the [[SIG-Sauer P230]] models in previous ''Yakuza'' games appears to have been placed on this one as a slide release. Equally weirdly, when Nishiki pulls the trigger, it appears to move backwards linearly.&lt;br /&gt;
&lt;br /&gt;
[[image:WaltherPPK.jpg|thumb|400px|none|Walther PPK - 9x17mm AKA 9mm Kurz (short)]]&lt;br /&gt;
[[image:Ykiwamiwltppk1.jpg|thumb|600px|none|Kyohei Jingu aims his Walther PPK, note the P230 decocker fitted as some sort of slide release.]]&lt;br /&gt;
[[image:YkWaltherPPK.jpg|thumb|600px|none|A MIA Sergeant clutches his Walther PPK while the Dragon of Dojima charges him.]]&lt;br /&gt;
[[image:Ykiwamisuppresedwppk.jpg|thumb|600px|none|MIA Sergeants armed with suppressed PPK's making the terrible mistake of thinking that Kiryu is down and out.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Nambu Model 60==&lt;br /&gt;
The [[Nambu Model 60]] is modelled in police officers' holsters in the game. This includes so-called &amp;quot;Officer Majima,&amp;quot; who frisks Kiryu for illegal weapons as part of the &amp;quot;Majima Everywhere&amp;quot; side-quest. The irony of Majima himself (who is ''not'' an actual police officer but a yakuza) openly carrying a handgun as part of his fake police uniform while he does this seems to be lost on him. Although only the butt of the weapon can be seen, it is nonetheless identifiable by its lanyard ring and distinctively-shaped handgrip extension.&lt;br /&gt;
[[Image:Nambu60_snub.jpg‎|thumb|400px|none|Nambu Model 60 snub nose - .38 Special.]]&lt;br /&gt;
[[File:Ykiwamiofficermajima.jpg|thumb|600px|none|Rendering of the Model 60 in its holster on &amp;quot;Officer Majima.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1860 Army==&lt;br /&gt;
&lt;br /&gt;
A [[Colt 1860 Army]] revolver can be purchased from the weapons dealer as the &amp;quot;Antique Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:1860Army.jpg|thumb|none|400px|Colt 1860 Army - .44 caliber]]&lt;br /&gt;
[[Image:Yakuzakiwamiantiquegun.jpg|thumb|600px|none|&amp;quot;Antique Gun&amp;quot; in the game menu.]]&lt;br /&gt;
&lt;br /&gt;
==Golden Smith &amp;amp; Wesson Model 2==&lt;br /&gt;
&lt;br /&gt;
A highly modified [[Smith &amp;amp; Wesson Model 2]] with a gold finish appears as the &amp;quot;Golden Gun&amp;quot;, which is purchasable from Bob Utsonomiya with enough Completion Points. This model is taken from one of the highest ranked pistols on ''[[Ryu ga Gotoku Ishin!]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;wmodel2.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 2 - .32 Short]]&lt;br /&gt;
[[File:Ykiwamigoldenwheelgun.jpg|thumb|none|400px|The Golden Gun Model, note the similarities in the barrel and grip compared to an actual Model 2.]]&lt;br /&gt;
[[File:Ykiwamigoldengun.jpg|thumb|none|600px|Having become well and truly done with Goro, Kiryu decides to give Goro a .32 caliber piece of his mind.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
A revolver modelled on the [[Smith &amp;amp; Wesson Model 36]], known as the &amp;quot;Double Action Revolver,&amp;quot; is a purchasable weapon, as well as being a stand-in for the aforementioned Nambu when it is being held by police officers. Although the Model 36 is the gun that the Japanese developed into the Model 60 for their own police officers, it lacks the latter's tapered barrel and lanyard ring. Based on the &amp;quot;Double Action Revolver&amp;quot; from ''[[Yakuza 3]]'', it now only comes with 6 rounds when purchased rather than 15. This is still incorrect however as the Model 36 has a 5-round cylinder. The massive 15-round capacity of the original model is still retained though for the car chase sequence. This capacity would require some kind of ''[[Bioshock]]''-style loading mechanism to achieve in reality.&lt;br /&gt;
[[File:S&amp;amp;W 36.jpg|thumb|none|400px|Early Smith &amp;amp; Wesson Model 36 with the original cylinder release shape - .38 special]]&lt;br /&gt;
[[Image:Kiryudojimadeath.jpg|thumb|600px|none|Kiryu holding the .38 Special in front of Sohei Dojima's body.]]&lt;br /&gt;
[[Image:Ykiwami38CDS.jpg|thumb|600px|none|A Japanese police officer behind Date gives a death glare while holding his Model 36, showing the 5-shot cylinder.]]&lt;br /&gt;
[[Image:YkModel60.jpg|thumb|600px|none|Kiryu holds the Model 36 after Date hands it to him just prior to the Yokohama chase. Note the lack of handgrip extension flare on the butt of the revolver.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
[[MAC-10]]s modified with front foregrips are used by Snake Flower Triad men in the car chase sequence.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|400px|none|Ingram MAC-10 open bolt submachine gun - 9x19mm]]‎&lt;br /&gt;
[[Image:Ykguywithanrpg.jpg‎|thumb|600px|none|A container carrying Snake Flower Triad members rolls by Kiryu, two of them armed with MAC-10's.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Broken M1985&amp;quot; shotgun seems to be based on a [[Baikal MP-133]] (given the magazine cut-off button on the receiver). A version of this shotgun that has been retextured in stainless with a black synthetic stock, as well as being modelled with a different fore end is available as the &amp;quot;Expulsion S-12.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12-gauge]]&lt;br /&gt;
[[File:Ykiwamimp133.jpg|thumb|none|600px|After one too many random encounters, Kiryu decides to use his Broken to make this fight go faster. The name probably is a jest of the not high quality of these shotguns. &amp;quot;M1985&amp;quot; may be a reference to the [[Baikal IZH-81|IZH-81]], the direct predecessor of MP-133.]]&lt;br /&gt;
[[File:YkBaikalMP133.jpg|thumb|none|600px|In the midst of the car chase, Kiryu has a van roll alongside complete with a Triad armed with an MP133.]]&lt;br /&gt;
[[File:Ykiwamiexplusions12.jpg|thumb|none|600px|Expulsion S-12 in the game menu]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
&lt;br /&gt;
A [[Franchi SPAS-12]] shotgun can be purchased from a weapons dealer as the &amp;quot;MJM56-55 Exorcist&amp;quot; Like the Tiger Pistol, this model is lifted directly from ''Yakuza: Dead Souls'' and still comes with a SPAS-15 style box magazine. Unlike ''Dead Souls'' however, where Majima fires the shotgun in semi-automatic mode from the shoulder due to the game's recycling of the rifle animation, they decided to have the regular pump-action-shotgun animation in this game. This means that, like a number of ''Yakuza'' games before it, Kiryu is left holding the wrong part of the gun. At least this model actually has a stock unlike previous pistol-gripped pump-action shotguns in the series, meaning that Kiryu isn't just holding onto thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg‎|thumb|400px|none|Franchi SPAS-12 - 2.75&amp;quot; 12-gauge]]&lt;br /&gt;
[[image:Ykiwamispas14.jpg|thumb|450px|none|Kiryu holds his franken-SPAS as he forgets how pistol grips work.]]&lt;br /&gt;
&lt;br /&gt;
==Golden Rifle==&lt;br /&gt;
&lt;br /&gt;
The Golden Rifle from Yakuza 0 returns, although this time you only need to buy it from the pawn shop. Another consequence of recycling the pump-action shotgun mechanics for ''all'' the shotguns in the game is that the sound of the pump handle being racked can be heard after every shot. This gun is based on a [[Coach Gun]] model used for the hunting sidequest in ''[[Yakuza 5]]'', where it is assumed that the guns in question had rifled barrels and fired slugs for the purposes of large game and bear hunting. This means that it can correctly be defined as a &amp;quot;rifle&amp;quot; in jurisdictions where a shotgun or rifle is defined by whether the firearm in question has a smooth or rifled barrel. However, for IMFDb purposes, this gun is classified as a shotgun because it is chambered for shotgun cartridges.&lt;br /&gt;
&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg‎|thumb|none|400px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[image:Ykiwamigoldenrifle.jpg|thumb|none|450px|Kiryu with the golden &amp;quot;rifle&amp;quot; as he prepares to bring the gold plated pain.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
The [[Remington 870]], modeled with a front link between the mag tube and barrel like the [[Remington Model 31]], is used in a side mission by a Yakuza assassin disguised in drag as well as occasionally in the hands of thugs. A sawn-off version known as the &amp;quot;Slime Gun&amp;quot; appears and as the name suggests, it shoots slime.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg‎|thumb|400px|none|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Ykiwami870.jpg‎|thumb|600px|none|The Yakuza whips out his 870.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-type rifle==&lt;br /&gt;
&lt;br /&gt;
A Snake Flower Triad member uses an [[AK-47|AK]]-based assault rifle when Kiryu arrives. This is a model from ''[[Binary Domain]]'' that is made out of a mishmash of AK pattern parts, particularly [[AK-102]] and [[AK-105]] carbine components. The rear sight is also mounted on the receiver's dust cover, which is highly unusual for an AK-type rifle, although it is seen on some AK derivatives such as the [[Galil]].&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 - 5.56x45mm]]&lt;br /&gt;
[[Image:CYMA_CM031D_AK104_airsoft.jpg|thumb|none|400px|For comparision:CYMA CM031D AK104 airsoft]]&lt;br /&gt;
[[Image:YkiwamiAN94.jpg|thumb|none|600px|A Snake Flower Triad member unloads his AK on Kiryu when he arrives at the Jade Lotus restaurant.]]&lt;br /&gt;
[[Image:YkAK105.jpg|thumb|none|600px|He then tries to reload before Kiryu throws his comrade at him.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Rifle==&lt;br /&gt;
&lt;br /&gt;
A rather strange looking set of rifles, with top sight and brown furniture similar to an [[Armalite AR-10]], but clearly in a smaller calibre with an odd front grip, appear in the BEAM weapon shop. They also have some similarities with the Type R2 prototype of [[Howa Type 64]], but this is probably a coincidence. These models originally appeared in ''[[Yakuza 3]]''.&lt;br /&gt;
&lt;br /&gt;
[[File:Ar-10 transitional.jpg|400px|thumb|none|AR-10 transitional model - 7.62x51mm]]&lt;br /&gt;
[[File:Ykiwamiweirdrifles.jpg|500px|thumb|none|Kiryu bids well to the mysterious man and his equally mysterious franken guns hanging on the wall.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
&lt;br /&gt;
A [[Remington 700]] rifle with high-magnification scope and laser attachment can be briefly seen in the moments before it is used to shoot Shintaro Kazama.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|400px|none|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:YakuzaKiwamiremington700rifle.jpg|thumb|600px|none|A mysterious would-be assassin about to shoot Shintaro Kazama with the Remington 700]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
&lt;br /&gt;
On the car chase sequence, various men with missile launchers try to blow up Date's car. The model is loosely based on an [[Mk 153 SMAW]] missile launcher, with a warhead that sticks out the front of the actual launcher and a stubby overall length. This model appears to have been adapted from an unused model in ''[[Binary Domain]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm.]]&lt;br /&gt;
[[File:Rlauncher.jpg|thumb|400px|none|A rendering of the missile launcher model from Yakuza Kiwami.]]&lt;br /&gt;
[[File:BD CG lineart RL.jpg|thumb|500px|none|Model from ''Binary Domain,'' for comparison.]]&lt;br /&gt;
[[Image:Ykguywithanrpg.jpg‎|thumb|600px|none|A group of Snake Flower Triads aim to make Kiryu's life harder with the use of the rocket launcher, seen at the right.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
Members of the Shimano family use [[Type 97 hand grenade]]s when assaulting the yacht where Kazama is hiding, and antagonist Futoshi Shimano uses one in a last ditch bid to kill Kiryu, ultimately killing Kazama instead.&lt;br /&gt;
&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|200px|none|Type 97 High-Explosive Fragmentation hand grenade (minus pin)]]&lt;br /&gt;
[[Image:Ykshimanogrenade.JPG|thumb|450px|none|After being defeated by Kiryu again, Shimano decides to pull a quite literal explosive powermove.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Cannon==&lt;br /&gt;
&lt;br /&gt;
As the title suggests, this is a cannon housed inside a fake marlin. It is obtainable from Bob Utsunomiya in one of his many care packages. &lt;br /&gt;
&lt;br /&gt;
[[image:Ykiwamimarlincannon.jpg|thumb|none|600px|Having just returned home after 10 years and immediately been assaulted by Majima, Kiryu decides that overkill is perfect for this situation and uses his explosive fish.]]&lt;br /&gt;
&lt;br /&gt;
==Destroyer of Lands==&lt;br /&gt;
&lt;br /&gt;
The other cannon in-game is the &amp;quot;Destroyer of Lands&amp;quot; which is purchasable from the weapon shop, the name being a direct translation of 国崩し Kunikuzushi, a historical Japanese name for Portugese siege cannons. It appears like the Cannon in Yakuza 0, that being an 16th Century siege cannon that Kiryu just carries around. It is as hilarious as it is deadly.&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Ykiwamidestroyeroflands.jpg|thumb|none|600px|Destroyer of Lands in the game menu.]]&lt;br /&gt;
&lt;br /&gt;
{{Yakuza Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Detective]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Spec_Ops:_The_Line&amp;diff=1380783</id>
		<title>Spec Ops: The Line</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Spec_Ops:_The_Line&amp;diff=1380783"/>
		<updated>2020-11-10T17:55:48Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incompletepage}}&lt;br /&gt;
[[Image:Specopstheline.jpg|thumb|right|300px|''Spec Ops: The Line'' (2012)]]&lt;br /&gt;
'''''Spec Ops: The Line''''' is a 2012 squad-based third-person shooter video game developed by Yager and published by 2K Games, influenced by Joseph Conrad's classic novella ''Heart of Darkness''. Set in the aftermath of a series of devastating sandstorms which have isolated and largely destroyed the city of Dubai, the plot concerns a US Army battalion, the fictional 33rd, under the command of Colonel John Konrad. This battalion defied orders and attempted to evacuate the civilian population, and was thought completely lost until a mysterious looped broadcast was picked up from Konrad declaring the evacuation attempt to have failed. The player takes on the role of Captain Walker, leader of a three-man Delta Force unit sent to find out what happened to the 33rd.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Spec Ops: The Line'':'''&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
&lt;br /&gt;
A [[Beretta M9]] with a greyish slide is the starting pistol for Walker and the basic sidearm used by enemy soldiers; its alternate fire mode allows a suppressor to be equipped, though this is very rarely useful. During stealth sections, Adams and Lugo will produce suppressed M9s to take down targets if an alert has not yet been sounded, though if the target is too distant Lugo may use his sniper rifle instead. The gun is modelled with an uncocked hammer, despite being a DA / SA pistol, and Walker is always shown pulling the slide after reloading. Being the weakest gun in the game it is only really a placeholder until the player finds something better.&lt;br /&gt;
&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:SOTL 92FS 2.jpg|thumb|none|600px|A Beretta M9 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle==&lt;br /&gt;
&lt;br /&gt;
A [[Desert Eagle]] handgun is seen several times during the campaign; per videogame norms it is a supergun, able to kill most regular enemies in a single shot and with roughly the same accuracy as the HK417. The modelled weapon is clearly a .50 AE model from the bore, the weapon featuring an incorrect eight-round capacity. While barely seen in the first half of the campaign, it becomes more prominent in the latter portions. Somewhat bizarrely, at two points Walker simply starts a level with a Desert Eagle, with no real explanation where he got it from. Lugo also produces a Desert Eagle from nowhere during the hostage standoff at the end of the first mission, and Adams has one when he is encountered at the start of Chapter 13.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle's magazine has two distinctive holes in the base, showing it was based on a gas-powered Airsoft gun rather than a real weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|none|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[File:SOTLDeagle.jpg|thumb|none|600px|Walker takes aim with his Desert Eagle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
A [[Colt Python]] is used by Agent Riggs of the CIA, but can only be used by the player once during the entire campaign, in Chapter 11. It has similar stats to the [[Desert Eagle]] but its recoil is much lower. When reloading Walker appears to use a speedloader.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtPython6In.jpg‎|thumb|400px|none|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:SOTL-Python.jpg|thumb|none|600px|Walker aims the Python.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] is referred to as the &amp;quot;P90,&amp;quot; and is used almost exclusively by &amp;quot;Zulu Squad&amp;quot; enemies. It has a correct capacity of 50 rounds. The secondary function toggles a laser sight which improves accuracy in close quarters and becomes less efficient at distance. Its higher rate of fire and higher damage makes it superior to the [[UMP45]] in every way possible. &lt;br /&gt;
[[File:FNP90.jpg|thumb|none|350px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:The_line_p90.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[MP7|MP7A1]] is unlocked at Rank 4 in multiplayer.&lt;br /&gt;
[[Image:Hk mp7 b-1-.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Hensoldt RSA red dot sight and stock extended - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[UMP|UMP45]] is the first full-sized SMG the player encounters in the campaign. The gun is modelled with a 25 round straight magazine; this always has rounds visible in it, even if it is empty. It has very low recoil and is very powerful when in close quarters. In most chapters involving indoor combat enemies will be armed with this weapon. The weapon icon shows a built in foregrip similar to that seen in ''[[Counter-Strike]]'' but the in-game model does not; the icon reflects an earlier in-game model which did have a foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|350px|H&amp;amp;K UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:SpecOps UMP.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:SOTL UMP45 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:SOTL UMP45 2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[Micro Uzi]] is called the &amp;quot;Micro 9mm&amp;quot;; it is treated as a pistol, and is one of the more common weapons early in the game. It has a 32-round capacity, even though it is modeled with a 15-round magazine. The secondary fire key allows Walker to attach a suppressor to the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:MicroUziPistol.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[Image:SOTL Micro 1.jpg|thumb|none|600px|A Micro Uzi on the ground.]]&lt;br /&gt;
[[Image:SOTL Micro 2.jpg|thumb|none|600px|Walker blindfiring a Micro Uzi.]]&lt;br /&gt;
[[Image:SOTL Micro 3.jpg|thumb|none|600px|Walker screws a suppressor to his Micro Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is available in MP. It is unlocked at Rank 23 and features a non-removable suppressor.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|350px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
&lt;br /&gt;
The [[AK-103]] (evident by the stamped receiver, AK-74-style flash hider and 90 degree gas block) with wood furniture appears in the game as the &amp;quot;AK-47&amp;quot;. It is the AK-103-2 variant, since it has selectable fire modes (burst and auto) as its secondary function. Unfortunately the in-game model of the AK-pattern rifles always have the safety engaged; they also have the rear sight raised to the 800m indirect fire stop, and use an X-shaped muzzle flash which does not match the weapon's flash hider.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings - 7.62x39mm. It's not a Photoshopped variant, but a deactivated gun]]&lt;br /&gt;
[[Image:SpecOps AKM 1.jpg|thumb|none|600px|Note the bracket mount for optics above the trigger guard.]]&lt;br /&gt;
[[Image:SpecOps AKM 2.jpg|thumb|none|600px|A soldier fires his AK-103 in a trailer. Note that the selection lever is set to safe.]]&lt;br /&gt;
[[Image:SOTL AK103 1.jpg|thumb|none|600px|Walker takes cover with an AK-103.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
&lt;br /&gt;
The [[AKMSU]] appears in MP where it is listed as &amp;quot;[[AKS-74U]]&amp;quot;. It has a bakelite magazine. This is the starting assault rifle in the game.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[M4A1]] is Walker's starting rifle and is used by enemies throughout the game; it is also Walker's designated weapon and he will always be shown carrying one in cutscenes regardless of what the player is actually equipped with; certain story sections will also show Walker using one regardless of what he actually has. It is possible to attach a suppressor at any time during gameplay (after the ability is taught to the player near the end of chapter 1) using the secondary fire ability. For some reason, the M4 has two rear iron sights, a flip up type and an A2 type mounted backwards and seemingly clogged up with sand; it is shown with tan furnishings, a Magpul-style handling loop on the magazine, an extended, threaded flash hider, and an aftermarket handguard seemingly based on the VLTOR CASV-EL. It provides a higher rate of fire than other assault rifles, but does not have fire mode selection and is weaker than the battle rifles. In one cutscene Walker uses a Surefire weaponlight, but this ability is not seen in gameplay. It also has a magazine capacity of 40 rounds.&lt;br /&gt;
&lt;br /&gt;
Rather curiously, the fire selector is shown in different positions on the left and right sides of the rifle; on the left side it is pointed to safe, while on the right side the safe and auto positions are reversed and the selector notch is pointed at semi. While the custom flash hider shown is threaded for a suppressor around the lower holes, Walker actually screws the suppressor to the tip of the flash hider, which would not really produce any useful results.&lt;br /&gt;
&lt;br /&gt;
When reloading Walker will stroke the side of the rifle as if pulling a nonexistent charging handle. ''Which'' side depends on his current position, to make it even more nonsensical.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1-2.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock and carrying handle removed - 5.56x45mm]]&lt;br /&gt;
[[Image:SOTL M4A1 1.jpg|thumb|none|600px|Walker with an M4A1 in one of the cutscenes. Note the magazine handling loop, basically the same as the classic Magpul but with the loop rather impractically turned side-on. Note also the rather odd presence of a Magpul PMAG with a Ranger Plate on the front of Walker's chest rig; no weapon in the singleplayer campaign uses such a magazine, and it is the only ammunition shown on Walker's character model.]]&lt;br /&gt;
[[Image:SOTL M4A1 2.jpg|thumb|none|600px|Walker opens fire with the M4A1; though not seen here, the weapon creates an X-shaped muzzle flash which does not match the flash hider. For some reason it is shown with the dust cover locked open even when Walker has it on his back, a startlingly bad idea in a desert environment, and the bolt does not cycle as it fires. Note also the oversized ejected brass, which seems to be 7.62mm NATO rather than the correct 5.56mm.]]&lt;br /&gt;
[[Image:SpecOpsEarlyRifle.jpg|thumb|none|600px|Curiously, in early pre-release demo footage of ''Spec Ops: The Line'', Walker's rifle was shown with a reflex optic and flip-up front sight instead of the final game's stock front sight and twin rear sights. In this early footage, however, it was also shown with a completely incorrect reciprocating charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS|FAMAS F1]] is a mid-to-late game assault rifle first encountered in the chapter &amp;quot;The Road.&amp;quot; The secondary fire mode toggles between burst and full-auto fire modes; this means there is no ability to toggle the Trijicon ACOG sight fitted to the weapon, which is always on.&lt;br /&gt;
&lt;br /&gt;
[[Image:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SOTLF1B.jpg|thumb|none|600px|Walker reloads his FAMAS F1 after saving Riggs.]]&lt;br /&gt;
[[Image:SOTLF1A.jpg|thumb|none|600px|View through the ACOG attached to the FAMAS F1. Note the incorrect reticle; this seems to be a combination of a set of lines rather like that of some actual ACOG scopes (including the distinctive &amp;quot;4&amp;quot; and &amp;quot;6&amp;quot; drop-compensation markings on the bottom line) and the reticle from an EOTech holographic sight.]]&lt;br /&gt;
[[Image:SpecOps FAMAS.jpg|thumb|none|600px|A soldier takes cover with a FAMAS F1 in the multiplayer trailer of the game.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
&lt;br /&gt;
The [[MK 17|FN SCAR-H]] appears in the second Chapter, but then largely disappears until the later chapters. It is a high-level assault rifle, with a lower capacity than the M4A1 to account for higher damage and the mounted grenade launcher. It is shown with a CQC barrel, [[M16]]-style flash hider, and an [[FN EGLM|FN Mk. 13]] grenade launcher. It is full-auto only due to the grenade launcher being the secondary function. It has a 30-round capacity, even though it is modeled with a 20-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Mk13 (Mk17).jpg|thumb|none|450px|Late Model FN MK 13 mounted on a SCAR-H CQC - 40mm]]&lt;br /&gt;
[[Image:SOTLMK17B.jpg|thumb|none|600px|Walker fires the SCAR-H CQC.]]&lt;br /&gt;
[[Image:SOTLMK17C.jpg|thumb|none|600px|Walker takes cover and reloads the MK 13 grenade launcher.]]&lt;br /&gt;
[[Image:SPECOPS-THELINE-SCARHCQC.jpg|thumb|none|600px|A hostile soldier using a SCAR-H. This is the only case where a SCAR-H is seen without the MK 13 grenade launcher. When this guy is killed, he will drop an M4A1 however.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is called the &amp;quot;417&amp;quot; and is depicted as a semi-automatic marksman rifle with a ten-round capacity (despite being modeled with a 20-round magazine) and a togglable scope as the secondary function; the model bizarrely has Meprolight M21 sight mounted backwards and in front of an ACOG scope. While depicted as a DMR, its kills still count towards the achievement / trophy for assault rifles.&lt;br /&gt;
[[File:HK417 20MOD.jpg|thumb|none|400px|Heckler &amp;amp; Koch 417 with 20&amp;quot; barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOTL417B.jpg|thumb|none|600px|Walker with a HK417 on his back. Note the uncharacteristically steep slope to the magazine well, the incorrect straight-edged magazine release fencing and oval-shaped mag release (instead of a round button with round-edged fencing), and the large gap between the forward assist and case deflector (whereas a real HK417 has almost no gap); this appears to be simply a retextured, stretched-out version of the [[M4A1]]'s receiver model. Just to confuse matters more, it also seems to be loaded with an AR-10B or [[M14]] magazine.]]&lt;br /&gt;
[[File:SOTL417A.jpg|thumb|none|600px|View through the scope of the HK417; note that, as is often the case in games, the area outside the scope is magnified just as much as the area inside.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
Staff Sergeant Lugo's assault rifle is a [[TAR-21]]. It is shown with standard 30-round magazines, cloth wrapped around the stock and the hand guard, and no optical scope. It is never seen in the hands of the enemy and can only be attained by the player one time at the end of Chapter 13.&lt;br /&gt;
&lt;br /&gt;
In preview images, Adams was armed with the TAR-21 while Lugo instead had a UMP: this is why Adams' character model has pouches for four curved STANAG magazines despite his final weapon being an M249 SAW.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Tar1.jpg|thumb|none|450px|'''Airsoft''' Ares Tavor TAR-21 showing iron sights]]&lt;br /&gt;
[[Image:SpecOps TAR 1.jpg|thumb|none|600px|Walker holds the TAR-21. It features iron sights of a SCAR.]]&lt;br /&gt;
[[Image:SpecOps TAR 2.jpg|thumb|none|600px|Walker opens fire with the TAR. It does not share ammo with the M4A1 and can only be refilled at ammo boxes or by executing enemies.]]&lt;br /&gt;
[[Image:SOtar21.jpg|thumb|none|600px|Pre-release image of the TAR-21, showing it would originally have mounted a reflex optic and cleaner, less rugged aesthetic.]]&lt;br /&gt;
[[Image:SPECOPS-THELINE-TAR21.jpg|thumb|none|600px|Another image of a pre-release TAR-21 with an optic.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Compact Tavor CTAR-21==&lt;br /&gt;
The [[Tavor_TAR-21_rifle_series#IMI_Compact_Tavor_CTAR-21|CTAR-21]] appears as the HUD icon for the TAR-21.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|400px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-01==&lt;br /&gt;
The [[OC-14|OTs-14-4A-01]] is unlocked at Rank 15. Listed as &amp;quot;OTS-14&amp;quot;.&lt;br /&gt;
[[Image:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
&lt;br /&gt;
The [[AA-12]] is seen towards the end of the game, often in the hands of heavy troops, and is superior to the other two singleplayer shotguns in every way. It is equipped with a 20 round magazine and its accuracy allows it be effective at far greater distances than the other two shotguns. Its main downside is that it does not share ammunition with the other shotguns, and its rate of fire will drain its magazine extremely quickly. Due to the increased range, green shells being ejected, and explosions on impact it can be safely extrapolated that it is loaded with FRAG-12 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg||thumb|none|400px|MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[Image:SOTL AA12 1.jpg||thumb|none|600px|Walker fires the AA-12 from behind cover. Note the general mayhem being caused by the fully automatic shotgun, and the two extremely cheerful looking bright green shells happily jumping from the ejection port of his gun.]]&lt;br /&gt;
[[Image:SOTL AA12 2.jpg||thumb|none|600px|Walker reloads the AA-12.]]&lt;br /&gt;
[[Image:SOTL AA12 3.jpg||thumb|none|600px|Walker holds an AA-12 shotgun in one of the game's endings.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is the second shotgun available, using the US military &amp;quot;M1014&amp;quot; designation. Early pre-release images showed it with a 4-round tube; while this is mostly eliminated in the final game, there is still a distinct band around the magazine tube where the 4-round cutoff point would be. Regardless, it has a capacity of 6 shells suggesting the use of 3&amp;quot; shells. It holds more shells than the W1300, has greater range, and is semi-automatic, making it a superior weapon. It is a fairly rare find until later in the single-player campaign, although one is always carried by Adams who uses it to breach doors, during which he operates it incorrectly as a pump-action.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:SOTLM4A.jpg|thumb|none|600px|Walker holds an M4 Super 90 shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] is the first shotgun unlocked in multiplayer. Appears as &amp;quot;M-590&amp;quot;.&lt;br /&gt;
[[image:Mossberg590.jpg|450px|thumb|none|Mossberg 590 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1300==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1200/1300|Winchester Model 1300]] is called the &amp;quot;W1300,&amp;quot; and is shown with a sawed-off barrel and stock and cloth wrapped around the grips. When firing, the breach can be seen cycling. Its power is amazingly strong in close quarters, and its fire speed makes it useful during blind fire. It is the most commonly found shotgun in the game, but appears less and less as the game goes on.&lt;br /&gt;
&lt;br /&gt;
[[Image:WinchesterModel1300Def.jpg|thumb|none|400px|Winchester Model 1300 with extended tube and pistol grip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
The [[Barrett M99]] is called the &amp;quot;M-99 Sniper.&amp;quot; Appearing only once in the chapter &amp;quot;Adams,&amp;quot; it is an incredibly powerful weapon able to down a Heavy soldier in just two shots, but being single-shot must be reloaded each time it is fired. Like the Steyr Elite, its secondary fire toggles between 8x and 16x scope magnification.&lt;br /&gt;
[[Image:Barett m99-1.jpg|thumb|none|400px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[Image:SOTL M99.jpg|thumb|none|600px|Walker takes cover and reloads the Barrett.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The &amp;quot;MSG 90&amp;quot; of the game is a hybrid of an older [[Heckler &amp;amp; Koch MSG90|MSG90]] (stock and butt pad design, bipod) and the newer MSG90 A1 (threaded barrel with flash hider, angled charging handle, iron sights). It is available in multiplayer only.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|400px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:HKMSG90A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MSG90A1 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SOTL MSG90.jpg|thumb|none|600px|Weapon selection view of the hybrid MSG90.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company M110 SASS==&lt;br /&gt;
The [[M110 SASS]] is unlocked at Rank 17 in multiplayer.&lt;br /&gt;
[[Image:M110 ECP Right Bipod.jpg|thumb|none|400px|M110 SASS with Harris bipod, Leupold Mark 4 scope, and tan paint scheme -  7.62x51mm NATO]]&lt;br /&gt;
[[Image:SOTL M110.jpg|thumb|none|600px|Weapon selection view of the M110 SASS.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
&lt;br /&gt;
The [[Steyr Scout|Steyr Elite]] appears in the game as a usable sniper rifle, and is one of the weapons used by the squad's sniper, Lugo. It is incorrectly listed as and referred to by Walker as the &amp;quot;Scout Tactical.&amp;quot; The main sniper rifle in the campaign, its secondary fire toggles between 8x and 16x magnification. For greater control Walker can crouch, reducing the amount of drift. Enemy sniper rifles emit a red laser beam from the front of their scope, while Lugo's rifle has a green laser to show when he is targeting someone with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|400px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Scout.jpg|thumb|none|400px|A Steyr Scout Tactical, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SOrifle.jpg|thumb|none|600px|Walker with a Steyr Elite in one of the first trailers.]]&lt;br /&gt;
[[Image:SOTL ELITE 1.jpg|thumb|none|600px|Lugo with a Steyr Elite. The adjustable cheek rest and full-length picatinny rail on top (the key differences between the newer Elite and the older Scout) are clearly visible. Also note the aftermarket flash suppressor. Note that Lugo is carrying straight STANAG magazines which are not used by any weapon in the campaign.]]&lt;br /&gt;
[[Image:SOTL ELITE 2.jpg|thumb|none|600px|View through the scope of the Elite. The secondary fire key toggles between 8x and 16x zoom.]]&lt;br /&gt;
[[Image:SOTL Elite 3.jpg|thumb|none|600px|Walker retracts the bolt and reloads the Elite. Precisely how he accomplishes this with a cloth strap wrapped around the gun and covering the magwell is about as clear as why exactly the cloth strap is there in the first place.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
One [[Browning M2|Browning M2HB]] is mounted on a Humvee during the parking lot shootout in Chapter 10. It is not usable by Walker.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:SOTL M2HB.jpg|thumb|none|600px|Walker observes the M2HB that nearly blew his head off. The absence of the carrying handle indicates that this is an M2HB and not an M2A2 like all the other Brownings in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2A2 ==&lt;br /&gt;
&lt;br /&gt;
The [[Browning M2|Browning M2A2 Heavy Machine Gun]], called the &amp;quot;M2E2 HMG,&amp;quot; is seen at fixed points throughout the game, always fitted with a metal gunshield. It has an unlimited amount of ammunition and is governed by a heat gauge, with the barrel glowing red hot and steaming from the muzzle if the weapon is fired for too long. Walker is able to crouch while using the turret, &amp;quot;blind firing&amp;quot; the weapon by leaning up with one hand for better protection but decreased accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2A2.jpg|thumb|none|401px|Browning M2A2 Heavy Machine Gun - .50 BMG]] &lt;br /&gt;
[[Image:SpecOps M2A2.jpg|thumb|none|600px|An M2A2 MG as seen in the trailer.]]&lt;br /&gt;
[[Image:SOTL M2A2 1.jpg|thumb|none|600px|Walker mans the mounted M2A2.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249E2 SAW==&lt;br /&gt;
&lt;br /&gt;
The [[M249|FN M249E2 Squad Automatic Weapon]] is Lieutenant Adams' main weapon throughout the campaign, and is used by most of the blast suit clad heavy enemies. Unlike the other weapons, its ammunition capacity is shown as two solid white bars, each representing 50 rounds. Rather predictably, it cannot use the 30-round STANAG magazine used by the M4A1 and TAR-21; this functionality is seldom used in real life due to reliability issues, but is as usual in games not even presented as an option.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SOTL-M249-M1014.jpg|thumb|none|600px|Adams holds an M249E2 SAW.]]&lt;br /&gt;
[[Image:SOTL M249 1.jpg|thumb|none|600px|Adams holding an M249E2 SAW while looking at a dead soldier.]]&lt;br /&gt;
[[Image:SOTL M249E2 1.jpg|thumb|none|600px|Walker reloads the M249E2 SAW.]]&lt;br /&gt;
[[Image:SOTL M249E2 2.jpg|thumb|none|600px|The mag well for STANAG magazines visible beneath the belt.]]&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-17/A ==&lt;br /&gt;
&lt;br /&gt;
The [[GE_M134_Minigun#General_Dynamics_GAU-17.2FA|General Dynamics GAU-17/A Minigun]] can be seen mounted on Black Hawk helicopters, and is used by Walker in the flash-foward introduction.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|350px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SpecOps GAU17.jpg|thumb|none|600px|Walker mans the helicopter-mounted GAU-17/A.]]&lt;br /&gt;
[[Image:SOTLGAU17A.jpg|thumb|none|600px|Walker opens fire with the GAU-17/A.]]&lt;br /&gt;
[[Image:SOTLGAU17B.jpg|thumb|none|600px|Smoking barrels of the GAU-17/A. Note that the flash hider is modelled with slight recesses instead of holes.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==FN MK 13 ==&lt;br /&gt;
&lt;br /&gt;
The [[FN EGLM|FN Mk. 13]] is mounted on the [[SCAR-H]] CQC. It has a limit of three rounds and switches the crosshair to a leaf sight style reticle when selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk13 (Mk17).jpg|thumb|none|450px|Late Model FN MK 13 mounted on a Gen3 [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[Image:SOscar.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
&lt;br /&gt;
An [[M224 Mortar]] is used by Walker, Lugo and Adams to launch white phosphorous rounds at a large group of soldiers. The decision by Walker to make use of this weapon proves to be a pivotal event in the game's plot. &lt;br /&gt;
&lt;br /&gt;
Walker first launches a fictional &amp;quot;camera&amp;quot; round to provide the satellite-style overhead view used to aim the weapon, viewing the output on a laptop and giving orders for shots to his squadmates. Oddly, the game has Adams spotting targets while Walker points a crosshair on the laptop, meaning Lugo is the only member of the squad actually operating the mortar and has no apparent means of knowing where he is supposed to be aiming it. &lt;br /&gt;
&lt;br /&gt;
The depiction of the mortar's effects is extremely exaggerated, seemingly based on stock footage of airbursting 102-pound M825A1 155mm WP rounds containing 116 felt submunitions impregnated with 12.75 pounds of white phosphorous. The 3.7-pound M722 WP smoke marker round the M224 can actually fire contains less than one pound of WP and would be barely useful as an incendiary device due to its small size and impact fuze. The mortar is also shown being fired at impossibly short range; the minimum range of the M224 is around 76 yards.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[Image:SOTLM224A.jpg|thumb|none|600px|Walker examines the M224 mortar. Note that no ammunition is shown in the vicinity of the mortar; there is only the single &amp;quot;camera&amp;quot; round which is slightly out of shot to the right.]]&lt;br /&gt;
[[Image:SOTLM224B.jpg|thumb|none|600px|Walker takes one last look at the mortar before leaving the area.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is occasionally found in the campaign, though it is rarely used by enemies. Rounds are loaded one at a time, meaning it is slow to use, but due to reasonably realistic blast radius it is one of the most powerful weapons available.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:SOTLMGL1.jpg|thumb|none|600px|Walker takes aim with the MGL Mk 1L launcher.]]&lt;br /&gt;
[[Image:SOTLMGL2.jpg|thumb|none|600px|It is a mystery how can Walker reload the MGL in one second while keeping his right hand on the trigger and hanging on with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is found occasionally during the campaign; it is instant death to all enemy types within the substantial blast radius, though ammo is rare and little can be carried. It is sometimes seen in the hands of enemies, and is an instant kill if it hits directly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:SOTLrpg7.JPG|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
The frag grenades seen in game are [[M67 hand grenade]]s.&lt;br /&gt;
[[Image:M67.jpg|thumb|none|150px|M67 Hand Grenade]]&lt;br /&gt;
&lt;br /&gt;
== M84 Stun Grenade ==&lt;br /&gt;
&lt;br /&gt;
The [[M84 stun grenade]] is simply called the &amp;quot;stun grenade.&amp;quot; Walker can pick up and use stun grenades himself, or if the AI detects the player is suppressed Adams will offer a prompt to throw one at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sticky Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The third grenade type is a fictional antipersonnel &amp;quot;Sticky Grenade&amp;quot;, a [[No. 74 ST Grenade]] in a tubular shell resembling the [[S-Mine]]. Once thrown, the surrounding frame of the grenade splits apart, revealing the sticky explosive underneath. Sticky grenades have a longer fuse than standard hand grenades, but can stick to enemies who will often panic and run towards others.&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1356303</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1356303"/>
		<updated>2020-07-04T03:19:17Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Q Honey Badger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, who is the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns, and optics from the opposing faction.&lt;br /&gt;
*Demolitions, who is explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries radio for allowing Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It is currently the most expensive Security's pistol costing 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of P80 slide with diagonal cocking serrations from Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950's era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov recieves a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Nightfall adds Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to Insurgents' forces for 0 supply point. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it's stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, the Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Nightfall. It is available to Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after M3 Spec Ops Gen 2 used by Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights towards bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...before giving charging handle a pull.]]&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located in the magwell.]]&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppresor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent prepares his Sterling Mk. 4. Unlike in the previous game, the shooter holds it at the heat shield instead at the magazine.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
WHen equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-104 in Alpha AK Configuration==&lt;br /&gt;
The [[AK-104]] in Alpha AK configuration used by the Russian Spetsnaz Alpha Group with Zenitco B-30 handguard, TWS railed dust cover, Magpul MOE AK pistol grip, Tromix extended charging handle, unusable Warsaw Pact rail, and steel AK magazine, was added in Beta Update - November 8th available to the Insurgents' Advisor class costing 4 supply points.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced into steel 7.62x39mm AK magazine in Update 1.7 Nightfall.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins from knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted American-made railed dust cover like TWS railed dust cover.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AK's, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. The AKM can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Nightfall as subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar on SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Playing around on the range with the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod and a SUSAT scope, with a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|The reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K as the &amp;quot;ISM scope&amp;quot;. It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the [[AG36]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunion melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The reload starts with a simple grab of the mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a fresh mag and a tug of the charging handle. The speed reload is similar.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears on the Update 1.3 as the '''VHS-2''' for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the [[HS Produkt VHS-BG]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
The update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; at the mounted red dot sights on Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights towards the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar as AK family weapons have the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope called &amp;quot;A2 Scope&amp;quot;. It costs 2 supply points, making it the cheapest Insurgents' weapons available. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80's vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that Sandstorm does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|Then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4.]]&lt;br /&gt;
[[File:SandstormM16A4-1.jpeg|thumb|none|600px|The operator with a more contemporary M16.]]&lt;br /&gt;
[[File:SandstormM16A4sights.jpeg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:SandstormM16A4reload.jpeg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:SandstormM16A4empty.jpeg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. The M4A1 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1.]]&lt;br /&gt;
[[File:SandstormM4.jpeg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:SandstormM-4sights.jpeg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:SandstormM-4reload.jpeg|thumb|none|600px|Inserting a STANAG magazine.]]&lt;br /&gt;
[[File:SandstormM-4empty.jpeg|thumb|none|600px|The operator presses the bolt release upon finishing an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs 4 supply points. It can only be used by the Security's Advisor class.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1.]]&lt;br /&gt;
[[File:SandstormMK18.jpeg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:SandstormMK18sights.jpeg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:SandstormMK18reload.jpeg|thumb|none|600px|Inserting a Magpul PMAG into the Mk 18. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:SandstormMK18empty.jpeg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 5 supply points. On the Update 1.4, it has its own unique scope called &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points. The Honey Badger has not been used by any party in the Iraq/Syria conflicts, however the visually similar North Eastern Arms NEA-15 was purchased by the Iraqi government in 2015 and seen considerable action.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the SD variant, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of the unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it which gives a nice shot on markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Complete with a push in bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger with suppressor stares against fire hydrants.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the hydrants, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAL.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR into the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] appears on the Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available to the Insurgents' Advisor class for 5 supply points replacing SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like military variant.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights towards old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling off the charging handle to watch the bolt move forward.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
The update 1.6 added [[Tavor TAR-21 rifle series|IWI Tavor 7]] serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of Tavor TAR-21 stares to the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the Tavor 7. Similar to the Alpha AK, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with MARS and foregrip in the middle of poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuits insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining the 40's vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game on the Update 1.4. It is available as the lighter and cheaper alternative for Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight. The game incorrectly portrays the 7.62x54mm R belt as disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|... then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalised canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.&lt;br /&gt;
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M107CQ.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 14 Mod 1 EBR. Note the kill tally mark on handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 2 supply points and is usable by the Insurgents' Marksman class. By default it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it's fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK, the M99, and the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope. In reality the scope was partially based on the PSO-1, used on the Type 79/Type 85 SVD.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for the AK-74 and the AKM.&lt;br /&gt;
[[Image:Gp-25 1.jpg‎|thumb|none|500px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74 with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with the caseless smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for the G36K.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles at the second floor, the operator prepares his AG36 with the HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set on 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for the VHS-D2.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for the M16A2.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On the additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and the M4A1. It was added on the Patch 1.4.2 to replace the airsoft M203s.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which is identical to M203 sights on M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security's Demolitions class as their single shot launcher of choice.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them.&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering at the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
The [[F1 hand grenade]] returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as the Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;The bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate towards passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while being inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...then proceeds to pull up the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serving as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeds to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
The Security's AH-64 Apache (AKA &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|The Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes at the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams tank in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on the Assassin as the '''30mm Cannon''', instead of the accurate M230 Chain Gun.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|A M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|The Assassin fires the bizarrely mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (AKA &amp;quot;Cleric&amp;quot;), where it is being used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (AKA &amp;quot;Warlock&amp;quot;). The Warlock will strafe into marked area perpendicular to Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|The Warlock with the GAU-8/A Avenger after strafing into the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gears and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, a few of STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds an amusing graffiti of operator with [[Mk 18 Mod 1]] fitted with EOTech Holographic sights, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On Insurgents' weapon cache an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite there isn't any [[RGD-5 hand grenade]] inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache there is an opened crate with a warhead of Panzerfaust 3 behind of it has couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads of Panzerfaust 3. Another M19 is located on the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1356302</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1356302"/>
		<updated>2020-07-04T03:14:07Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Zijiang M99 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, who is the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns, and optics from the opposing faction.&lt;br /&gt;
*Demolitions, who is explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries radio for allowing Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It is currently the most expensive Security's pistol costing 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of P80 slide with diagonal cocking serrations from Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950's era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov recieves a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Nightfall adds Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to Insurgents' forces for 0 supply point. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it's stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, the Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Nightfall. It is available to Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after M3 Spec Ops Gen 2 used by Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights towards bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...before giving charging handle a pull.]]&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located in the magwell.]]&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppresor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent prepares his Sterling Mk. 4. Unlike in the previous game, the shooter holds it at the heat shield instead at the magazine.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
WHen equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-104 in Alpha AK Configuration==&lt;br /&gt;
The [[AK-104]] in Alpha AK configuration used by the Russian Spetsnaz Alpha Group with Zenitco B-30 handguard, TWS railed dust cover, Magpul MOE AK pistol grip, Tromix extended charging handle, unusable Warsaw Pact rail, and steel AK magazine, was added in Beta Update - November 8th available to the Insurgents' Advisor class costing 4 supply points.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced into steel 7.62x39mm AK magazine in Update 1.7 Nightfall.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins from knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted American-made railed dust cover like TWS railed dust cover.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AK's, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. The AKM can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Nightfall as subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar on SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Playing around on the range with the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod and a SUSAT scope, with a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|The reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K as the &amp;quot;ISM scope&amp;quot;. It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the [[AG36]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunion melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The reload starts with a simple grab of the mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a fresh mag and a tug of the charging handle. The speed reload is similar.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears on the Update 1.3 as the '''VHS-2''' for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the [[HS Produkt VHS-BG]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
The update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; at the mounted red dot sights on Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights towards the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar as AK family weapons have the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope called &amp;quot;A2 Scope&amp;quot;. It costs 2 supply points, making it the cheapest Insurgents' weapons available. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80's vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that Sandstorm does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|Then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4.]]&lt;br /&gt;
[[File:SandstormM16A4-1.jpeg|thumb|none|600px|The operator with a more contemporary M16.]]&lt;br /&gt;
[[File:SandstormM16A4sights.jpeg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:SandstormM16A4reload.jpeg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:SandstormM16A4empty.jpeg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. The M4A1 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1.]]&lt;br /&gt;
[[File:SandstormM4.jpeg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:SandstormM-4sights.jpeg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:SandstormM-4reload.jpeg|thumb|none|600px|Inserting a STANAG magazine.]]&lt;br /&gt;
[[File:SandstormM-4empty.jpeg|thumb|none|600px|The operator presses the bolt release upon finishing an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs 4 supply points. It can only be used by the Security's Advisor class.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1.]]&lt;br /&gt;
[[File:SandstormMK18.jpeg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:SandstormMK18sights.jpeg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:SandstormMK18reload.jpeg|thumb|none|600px|Inserting a Magpul PMAG into the Mk 18. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:SandstormMK18empty.jpeg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 5 supply points. On the Update 1.4, it has its own unique scope called &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the SD variant, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of the unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it which gives a nice shot on markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Complete with a push in bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger with suppressor stares against fire hydrants.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the hydrants, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAL.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR into the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] appears on the Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available to the Insurgents' Advisor class for 5 supply points replacing SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like military variant.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights towards old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling off the charging handle to watch the bolt move forward.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
The update 1.6 added [[Tavor TAR-21 rifle series|IWI Tavor 7]] serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of Tavor TAR-21 stares to the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the Tavor 7. Similar to the Alpha AK, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with MARS and foregrip in the middle of poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuits insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining the 40's vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game on the Update 1.4. It is available as the lighter and cheaper alternative for Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight. The game incorrectly portrays the 7.62x54mm R belt as disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|... then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalised canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.&lt;br /&gt;
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M107CQ.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 14 Mod 1 EBR. Note the kill tally mark on handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 2 supply points and is usable by the Insurgents' Marksman class. By default it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it's fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK, the M99, and the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope. In reality the scope was partially based on the PSO-1, used on the Type 79/Type 85 SVD.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for the AK-74 and the AKM.&lt;br /&gt;
[[Image:Gp-25 1.jpg‎|thumb|none|500px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74 with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with the caseless smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for the G36K.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles at the second floor, the operator prepares his AG36 with the HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set on 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for the VHS-D2.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for the M16A2.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On the additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and the M4A1. It was added on the Patch 1.4.2 to replace the airsoft M203s.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which is identical to M203 sights on M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security's Demolitions class as their single shot launcher of choice.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them.&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering at the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
The [[F1 hand grenade]] returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as the Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;The bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate towards passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while being inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...then proceeds to pull up the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serving as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeds to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
The Security's AH-64 Apache (AKA &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|The Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes at the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams tank in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on the Assassin as the '''30mm Cannon''', instead of the accurate M230 Chain Gun.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|A M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|The Assassin fires the bizarrely mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (AKA &amp;quot;Cleric&amp;quot;), where it is being used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (AKA &amp;quot;Warlock&amp;quot;). The Warlock will strafe into marked area perpendicular to Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|The Warlock with the GAU-8/A Avenger after strafing into the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gears and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, a few of STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds an amusing graffiti of operator with [[Mk 18 Mod 1]] fitted with EOTech Holographic sights, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On Insurgents' weapon cache an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite there isn't any [[RGD-5 hand grenade]] inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache there is an opened crate with a warhead of Panzerfaust 3 behind of it has couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads of Panzerfaust 3. Another M19 is located on the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1324083</id>
		<title>The Man in the High Castle - Season 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1324083"/>
		<updated>2020-01-29T08:30:01Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* MG42 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Man in the High Castle - Season 4&lt;br /&gt;
|picture = TMITHC-S4.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director =   &lt;br /&gt;
|date= 2019&lt;br /&gt;
|language =  English&amp;lt;br&amp;gt;Japanese&amp;lt;br&amp;gt;German&lt;br /&gt;
|studio= Amazon Studios&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Juliana Crain&lt;br /&gt;
|actor1=[[Alexa Davalos]]&lt;br /&gt;
|character2= Obergruppenführer John Smith&lt;br /&gt;
|actor2=[[Rufus Sewell]]&lt;br /&gt;
|character3=Chief Inspector Kido&lt;br /&gt;
|actor3=[[Joel de la Fuente]]&lt;br /&gt;
|character4=Wyatt Price&lt;br /&gt;
|actor4=[[Jason O'Mara]]&lt;br /&gt;
|character5=Bell Mallory&lt;br /&gt;
|actor5=[[Frances Turner]]&lt;br /&gt;
|character6=Elijah&lt;br /&gt;
|actor6=[[Clé Bennett]]&lt;br /&gt;
|character7=&lt;br /&gt;
|actor7=[[]]&lt;br /&gt;
|character8=&lt;br /&gt;
|actor8=[[]]&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=[[]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|4|Man in the High Castle, The{{!}}The Man in the High Castle}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] pistol is used by resistance fighters throughout the series.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|300px|thumb|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-1.jpg|thumb|none|600px|Wyatt's resistance members prepare by hiding M1911s within their outfits in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-2.jpg|thumb|none|600px|A BCR member uses a suppressed M1911A1 pistol to silence a radio tent in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-3.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) prepares his M1911A1 by pulling the hammer back in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-4.jpg|thumb|none|600px|Wyatt and Jeremy ([[Glenn Ennis]]) fire their M1911A1s in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E10-M1911-1.jpg|thumb|none|600px|A resistance fighter holds down a sliding M1911A1 being moved by unusual magnetic forces in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is seen in the hands of Black Communist Rebellion members. It is possible that they might be standing-in for Norinco Type 59 pistols, as the BCR is said to have sourced most of their weapons from China in this universe's alternate history.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|250px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:TMITHC-S4E3-Makarov-1.jpg|thumb|none|600px|A BCR member uses a suppressed Makarov to eliminate a radio tent in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-Makarov-1.jpg|thumb|none|600px|Benji ([[Bzhaun Rhoden]]) holds his Makarov pistol up to Robert Childan in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
 &lt;br /&gt;
==Nambu Type 14==&lt;br /&gt;
Members of the Imperial Japanese Army and the Kempeitai, including Chief Inspector Takeshi Kido ([[Joel de la Fuente]]) as well as Corporal Toru Kido ([[Sen Mitsuji]]) carry the [[Nambu Type 14]] as their main sidearm.&lt;br /&gt;
[[Image:NambuType14Pistol.jpg|thumb|none|300px|Late Nambu Type 14 - 8x22mm Nambu.]]&lt;br /&gt;
[[File:TMITHC-S4E1-NambuType14-1.jpg|thumb|none|600px|Chief Inspector Kido ([[Joel de la Fuente]]) brandishes his Type 14 during a drive-by shooting in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_26.jpg |thumb|none|600px|A Type 14 is trained onto a suspect in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-NambuType14-3.jpg|thumb|none|600px|Corporal Toru Kido ([[Sen Mitsuji]]) with his Type 14 pistol.]]&lt;br /&gt;
[[File:TMITHC-S4E3-NambuType14-1.jpg|thumb|none|600px|A IJA bodyguard carries a Type 14 pistol as seen through a pair of binoculars in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E6-NambuType14-1.jpg|thumb|none|600px|Inspector Kido aims his Nambu Type 14 in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is seen used in a drive-by assassination and later recovered as evidence. Curiously, Captain Iijima identifies it as a &amp;quot;Chinese Type 54&amp;quot; which could be a misidentification of the real-life [[Norinco Type 54]] or since this is an alternate timeline, it ''could'' actually be an in-universe designation. In reality, there are no known Chinese copies of the APS pistol, licensed or otherwise.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-1.jpg|thumb|none|600px|A Stechkin APS stored in its wooden stock is discovered by Captain Iijima in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-2.jpg|thumb|none|600px|Chief Inspector Kido takes a closer look at the (fictional) Chinese manufacturing stamp in &amp;quot;Hexagram 64&amp;quot; (S4E01). The inscription literally says &amp;quot;Stechkin Pistol&amp;quot;, suggesting that Igor Yakovlevich Stechkin went to China.]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-3.jpg|thumb|none|600px|Inspector Kido ([[Joel de la Fuente]]) pulls out the APS again from its stock/holster. Here we can see the signature adjustable rear sights more clearly in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-StechkinAPS-1.jpg|thumb|none|600px|Evidence photos includes a shot of the APS pistol with its magazine laid out in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
Bell Mallory ([[Frances Turner]]) carries a [[TT-33]] pistol as her personal sidearm throughout the season. Several other BCR members also carry TT-33 pistols.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-1.jpg|thumb|none|600px|Bell ([[Frances Turner]]) raises her TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-2.jpg|thumb|none|600px|Bell executes an IJA officer with her TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-3.jpg|thumb|none|600px|Benjy ([[Bzhaun Rhoden]]) holds up Robert Childan with his TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E5-TT33-1.jpg|thumb|none|600px|Benjy points his TT-33 at Childan again in &amp;quot;Mauvaise Foi&amp;quot; (S4E05).]]&lt;br /&gt;
[[File:TMITHC-S4E8-TT33-1.jpg|thumb|none|600px|Bell scans a dark hallway with her TT-33, in tandem with a flashlight in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08). Note the serious trigger discipline on her part.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] continues to be the default sidearm used by various police and military armed forces of the GNR.&lt;br /&gt;
[[Image:P38Black.jpg|thumb|none|300px|Walther P38 with black grips - 9x19mm]]&lt;br /&gt;
[[File:TMITHC-S4E1-P38-1.jpg|thumb|none|600px|In a flashback to the ending of Season 3, John Smith ([[Rufus Sewell]]) fires his P38 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_21.jpg |thumb|none|600px|A GNR soldier executes Resistance fighters with his P38 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-P38-1.jpg|thumb|none|600px|In a dream sequence, John Smith ([[Rufus Sewell]]) fires his P38 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
A [[Walther PP]] is seen in John Smith's officer desk drawer.&lt;br /&gt;
[[Image:Walther-PP-Post-War.jpg|300px|thumb|none|Post war Walther PP Pistol - .32 ACP.]]&lt;br /&gt;
[[File:TMITHC-S4E9-WaltherPP-1.jpg|thumb|none|600px|The Walther PP is seen in John's desk in &amp;quot;For Want of a Nail&amp;quot; (S4E09). It appears to be a full-length version instead of a PPK.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] sub-machine guns with curved magazines and slim forearms continue to serve the GNR as their primary sub-machine gun throughout the season.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3.]]&lt;br /&gt;
[[File:TMITHC-S4E1-MP5A3-1.jpg|thumb|none|600px|Two GNR agents carry their MP5A3s while guarding the farmstead in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_27.jpg |thumb|none|600px|Smith's bodyguards carry their MP5A3s in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-MP5A3-1.jpg|thumb|none|600px|GNR Border guards carry MP5A3s at the checkpoint in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E8-MP5A3-1.jpg|thumb|none|600px|SS prison security standing guard with their MP5A3s in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-1.jpg|thumb|none|600px|Smith's security detail carry MP5A3s while Major Tod ([[Ty Olsson]]) fires his MP5 one-handed in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-2.jpg|thumb|none|600px|John Smith ([[Rufus Sewell]]) picks up a MP5A3 to defend himself. Note the bit of snow covering the ejection port in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-3.jpg|thumb|none|600px|Smith returns fires with his MP5A3 in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-4.jpg|thumb|none|600px|A discarded MP5A3 on the forest floor while Juliana approaches it cautiously in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The American resistance fighters carry [[M1928A1 Thompson]]s.&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:TMITHC-S4E1-ThompsonM1928-1.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) runs for cover with his M1928A1 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_13.jpg |thumb|none|600px|Wyatt fires his M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
==PPS-43==&lt;br /&gt;
Black Communist Rebellion members are seen using [[PPS-43]] as their standard issue submachine gun.  &lt;br /&gt;
[[Image:PPSh-43-Submachine-Gun.jpg|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:TMITHC-S4E3-PPS43-1.jpg|thumb|none|600px|BCR soldiers with their PPS-43s slung on their backs in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-PPS43-2.jpg|thumb|none|600px|Two BCR soldiers provide overwatch with their PPS-43s with slings attached to them in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-PPS43-1.jpg|thumb|none|600px|BCR members enter the holding room with PPS-43s in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E6-PPS43-1.jpg|thumb|none|600px|Wyatt picks and chooses from a variety of guns, including a PPS-43 in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E8-PPS43-1.jpg|thumb|none|600px|A BCR soldier trains his PPS-43 on Yakuza ''oyabun'' Okami as he casually makes his exit in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E10-PPS43-1.jpg|thumb|none|600px|A PPS-43 with its stock unfolded on Wyatt's back in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-PPS43-2.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) fires his PPS-43  in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The shorter length [[Arisaka Type 38]] Carbines are used frequently by Kempeitai and Imperial Japanese Army soldiers whenever they're not using the newer [[Howa Type 64]]. In several flashbacks, Toru Kido ([[Sen Mitsuji]]) is seen using a full-length Type 38 rifle with an attached Type 30 bayonet during his service in Manchuria.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arisaka Type38.jpg|thumb|400px|none|Arisaka Type 38 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:TMITHC-S4E1-Arisaka-1.jpg|thumb|none|600px|A Kempeitai soldier carries his Type 38 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_25.jpg |thumb|none|600px|Another Kempeitai soldier with his Type 38 Carbine at the back in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-Arisaka-1.jpg|thumb|none|600px|A Kempeitai soldier returns fire outside the auction house in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-4.jpg|thumb|none|600px|A Kempeitai firing squad assembles with shouldered Type 38 Carbines in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-5.jpg|thumb|none|600px|The firing squad turns on Kido's command with their carbines in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E7-Arisaka-1.jpg|thumb|none|600px|Kempeitai guards escort Kido and the Crown Princess of Japan in &amp;quot;No Masters But Ourselves&amp;quot; (S4E07).]]&lt;br /&gt;
[[Image:Type_38_rifle_and_Type_30_bayonet.jpg|thumb|450px|none|Arisaka Type 38 rifle with Type 30 bayonet - 6.5x50mmSR Arisaka.]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-1.jpg|thumb|none|600px|During a wartime flashback, Toru Kido ([[Sen Mitsuji]]) bayonet charges with his Arisaka Type 38 rifle in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-2.jpg|thumb|none|600px|Toru Kido in a narrow alleyway with the Type 38 rifle on one hand in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-3.jpg|thumb|none|600px|The Type 30 bayonet is seen attached to the rifle while Toru Kido manhandles a Manchurian civilian in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is seen used by GNR and SS Honor Guards throughout the season.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:TMITHC-S4E9-Kar98k-1.jpg|thumb|none|600px|Several slain SS Honor Guards are strewn over the floor with their dropped Karbiner 98k rifles in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-Kar98k-1.jpg|thumb|none|600px|GNR guards seen outside the American War Room with their shouldered rifles in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are seen in the hands of resistance fighters throughout the show. The carbines are seen in a peculiar configuration; M1A1 paratrooper folding stocks with metal perforated heat shields and post-war adjustable sights.&lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[Image:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine]]&lt;br /&gt;
[[File:TMITHCS4E01_10.jpg |thumb|none|600px|Pablo with his M1A1 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-M1A1Carbine-2.jpg|thumb|none|600px|A female resistance fighter retreating with her M1A1 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-M1A1Carbine-3.jpg|thumb|none|600px|Another M1A1 Carbine is seen in a BCR weapons stash. Note the AK magazines and spare boxes of .30-06 cartridges in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
An American Resistance member is seen using a [[M1 Garand]] during the defense of Denver.&lt;br /&gt;
[[Image:M1_Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:TMITHCS4E01_03.jpg |thumb|none|600px|An American Resistance member is seen using the [[M1 Garand]] in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Howa Type 64==&lt;br /&gt;
The [[Howa Type 64]] is seen with the Imperial Japanese Army, Navy and Kempeitai troops throughout the show, being more prominently featured as a replacement for their Arisaka bolt-action rifles.&lt;br /&gt;
The rifles used in the show are airsoft replicas made by S&amp;amp;T Armament, a Hong Kong-based airsoft manufacturer as the Type 64 and other post-war weapons are banned from export under Japanese law.&lt;br /&gt;
[[Image:Type 64 assault rifle.jpg|thumb|none|450px|Howa Type 64 rifle - 7.62x51mm]]&lt;br /&gt;
[[File:TMITHC-S4E3-HowaType64-1.jpg|thumb|none|600px|Several IJA guards as seen through a pair of binoculars salute with their Type 64 rifles in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-HowaType64-2.jpg|thumb|none|600px|A Kempeitai soldier secures the entrance of the auction house with his Type 64 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-HowaType64-1.jpg|thumb|none|600px|IJN Marines stand guard outside the Admiral's office with Type 64s in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E5-HowaType64-1.jpg|thumb|none|600px|A Kempeitai agent fires his Type 64 at a fleeing vehicle in &amp;quot;Mauvaise Foi&amp;quot; (S4E05).]]&lt;br /&gt;
[[File:TMITHC-S4E7-HowaType64-1.jpg|thumb|none|600px|IJA soldiers enter the office with raised Type 64 rifles in &amp;quot;No Masters But Ourselves&amp;quot; (S4E07).]]&lt;br /&gt;
[[File:TMITHC-S4E9-HowaType64-1.jpg|thumb|none|600px|An IJN sailor oversees the evacuation with a Type 64 in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-HowaType64-1.jpg|thumb|none|600px|Captured Type 64 rifles are seen wielded by BCR and American Resistance members in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[H&amp;amp;K G3]] continues to be seen as the standard service rifle for Greater Nazi Reich soldiers.&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:TMITHC-S4E1-Centurion-1.jpg|thumb|none|600px|A SS soldier fires his HK G3A3 next to an advancing SS-marked Centurion in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-HKG3-1.jpg|thumb|none|600px|Two SS soldiers patrol the site, with the left one carrying his HK G3A3 rifle.]]&lt;br /&gt;
[[File:TMITHC-S4E3-MP5A3-1.jpg|thumb|none|600px|K-9 handlers (dressed in black) at the GNR border carry HK G3A3s in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Norinco Type 56/-1==&lt;br /&gt;
Several Black Communist Rebellion members are seen using [[Norinco Type 56]]-1 rifles with folding stocks. Chief Inspector Kido ([[Joel de la Fuente]]) is seen using one with fixed stock after commandeering it from a resistance member. The existence of the Avtomat Kalashnikova-series of rifles is explained by them acquiring Chinese copies smuggled overseas, with the implication that Kalashnikov rifles are somehow still in full production despite the defeat of the USSR in the current alternate universe.&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E1-NorType56-1.jpg|thumb|none|600px|Bell Mallory ([[Frances Turner]]) pulls out a field-stripped Norinco Type-56-1 rifle from a smuggler's stash in &amp;quot;Hexagram 64&amp;quot; (S4E01). It can be identified as a Norinco rifle by its hooded front sight.]]&lt;br /&gt;
[[File:TMITHC-S4E1-NorType56-2.jpg|thumb|none|600px|She re-assembles her Type 56 by inserting the bolt carrier and recoil spring before closing it up with the dust cover.]]&lt;br /&gt;
[[File:TMITHCS4E01_23.jpg |thumb|none|600px|Elijah ([[Clé Bennett]]) assembling his own Type-56-1 assault rifle.]]&lt;br /&gt;
[[Image:M22.jpg|thumb|none|450px|Norinco Type 56, milled receiver without the under-folding (&amp;quot;pig sticker&amp;quot;) bayonet - 7.62x39mm.]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType56-1.jpg|thumb|none|600px|Inspector Kido ([[Joel de la Fuente]]) carries a Type 56 rifle left-handed in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType56-2.jpg|thumb|none|600px|After barging into the club unannounced, Kido aims his Type 56 rifle in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 84S-1==&lt;br /&gt;
Fighters from the BCR and later, the American Resistance are seen using [[Norinco Type 84S]]-1 assault rifles with underfolding stocks as their main service rifle. While the characters in-universe remark about their origin being from China is correct, the appearance of these rifles is still highly anachronistic as the 84S was manufactured in the 80s for export purposes. Presumably, they were used as an AK-type stand-in since it was easier to stock on 5.56mm blanks.&lt;br /&gt;
[[Image:NorincoType84SFolder.jpg|thumb|none|450px|Norinco Type 84S-1 Underfolder Model with 16&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:TMITHC-S4E2-NorType84-1.jpg|thumb|none|600px|Wyatt and Jeremy prepare their smuggled Type 84S-1 rifles in &amp;quot;Every Door Out...&amp;quot; (S4E02).]]&lt;br /&gt;
[[File:TMITHC-S4E3-NorType84-1.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) hands a Type 84S-1 rifle to another resistance member in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-NorType84-2.jpg|thumb|none|600px|Several Type 84S-1 rifles are laid out neatly on serving trays before being loosely covered by cloth in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E8-NorType84-1.jpg|thumb|none|600px|A BCR soldier carries his Type 84S-1 with the stock folded in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E8-NorType84-2.jpg|thumb|none|600px|Eijah ([[Clé Bennett]]) carries his Type 84S-1 with a flashlight on his grip-arm while scanning a hallway in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E9-NorType84-1.jpg|thumb|none|600px|Two Type 84S-1 rifles set aside a bed in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType84-1.jpg|thumb|none|600px|Bell Mallory ([[Frances Turner]]) and several other resistance fighters carry Type 84S-1 rifles as they take up defensive positions in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType84-2.jpg|thumb|none|600px|Bell sets aside her Type 84S-1 on a sandbag position, with additional magazines piled next to it in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M70==&lt;br /&gt;
An [[Zastava M70]] assault rifle is seen used later in the season. Curiously they seem to be fitted with the original [[AK-47]] muzzle brake.&lt;br /&gt;
[[Image:Zastava_M70B1.jpg|thumb|none|450px|Zastava M70B1 fixed stock rifle - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-1.jpg|thumb|none|600px|Juliana Crain ([[Alexa Davalos]]) aims and fires her Zastava M70 assault rifle in &amp;quot;Fire from the Gods&amp;quot; (S4E10). The three-vent holds of the Zastava handguard can be seen here.]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-2.jpg|thumb|none|600px|Juliana scans the forest with her Zastava M70. The grenade launcher sights unique to Zastava can be seen on the top of the handguard.]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-3.jpg|thumb|none|600px|The left side of the M70 is seen here, with the sling featured prominently.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
BCR snipers use [[SVD Dragunov]]s during the auction house operation.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov sniper rifle - 7.62x54mm]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-1.jpg|thumb|none|600px|A BCR member loads a SVD Dragunov into the van in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-2.jpg|thumb|none|600px|The front end of several SVDs can bee seen on the table on the bottom left in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-3.jpg|thumb|none|600px|The BCR sniper sights his SVD though the van's ventilation grate in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-4.jpg|thumb|none|600px|A close-up on the SVD's receiver. Note the rubber cheek pad on the stock in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1912==&lt;br /&gt;
Captain Iijima ([[Rich Ting]]) uses a [[Winchester Model 1912]], the Kempeitai apparently having adopted it as their standard-issue shotgun while operating in the Pacific States.&lt;br /&gt;
[[Image:WinchesterModel12Riot.jpg|thumb|none|400px|Winchester Model 1912 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:TMITHC-S4E1-Model1912-1.jpg|thumb|none|600px|Captain Iijima ([[Rich Ting]]) holds his Model 1912 on a suspect in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_26.jpg |thumb|none|600px|A [[Winchester Model 1912]] in the back by another Kempeitai soldier in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-Model1912-2.jpg|thumb|none|600px|The Kempeitai soldier returns the Model 1912 to Captain Iijima in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The [[Browning M2]] is seen used by American Resistance forces and the Imperial Japanese Army.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|450px|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TMITHCS4E01_11.jpg |thumb|none|600px|An American Resistance member is seen using a [[Browning M2]] in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-BrowningM2-2.jpg|thumb|none|600px|The M2 continually firing in the back.]]&lt;br /&gt;
[[File:TMITHC-S4E8-BrowningM2-1.jpg|thumb|none|600px|A Japanese trooper mans a M2 at the checkpoint in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E9-Browning M2-1.jpg|thumb|none|600px|Several Browning M2s mounted in AA sandbag positions outside the former JPS HQ in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
A [[DShK]] is seen mounted on a Imperial Japanese border patrol vehicle, and later mounted in street barricades in San Francisco. Greater Nazi Reich T-54 MBTs are seen in background shots with mounted DShKs as well.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:TMITHC-S4E10-DSHk-1.jpg|thumb|none|600px|Two BCR rebels (wearing captured IJA helmets) man a DShK mounted on a tripod in &amp;quot;Fire from the Gods&amp;quot;.]]&lt;br /&gt;
[[File:TMITHC-S4E10-DSHk-2.jpg|thumb|none|600px|Leon mans another DShk position with Benjy as his assistant gunner feeding the belt.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT]] is seen with GNR security forces in BRDM-2s and a BTR-80, doubling as GNR military armored vehicles.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun with carry handle - 14.5x114mm]]&lt;br /&gt;
[[File:TMITHCS4E01_18.jpg |thumb|none|600px|A destroyed BDRM-2 with its mounted KPVT seen in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
In archival footage of the escalating situation in Vietnam, an American helicopter door gunner is seen using a [[M60 Machine Gun]].&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TMITHC-S4E7-M60-1.jpg|thumb|none|600px|Footage of a M60 machine gunner firing as seen in &amp;quot;No Masters But Ourselves&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
A shielded [[MG42]] is seen mounted on the commander's hatch of a Centurion MBT standing in for a GNR &amp;quot;Panzer&amp;quot;.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:TMITHC-S4E1-Centurion-2.jpg|thumb|none|600px|Mounted MG42 machine guns are seen mounted on a GNR Centurion and a destroyed Stryker APC in &amp;quot;Hexagram 64&amp;quot; (S4E01). The Nazi Centurion appears to have the turret side compartments and mud-guards removed, but with improvised sandbag 'armour' occupying the upper-front plate.]]&lt;br /&gt;
&lt;br /&gt;
==PKM Machine Gun==&lt;br /&gt;
A [[PKM Machine Gun]] is seen used by Lemuel Washington ([[Rick Worthy]]).&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|450px|PKM with latest version of flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:TMITHC-S4E10-PKM-1.jpg|thumb|none|600px|The PKM propped atop a pile of sandbags seen in &amp;quot;Fire from the Gods&amp;quot;.]]&lt;br /&gt;
[[File:TMITHC-S4E10-PKM-2.jpg|thumb|none|600px|Lem sets aside his rifle to man the PKM in the back while Bell unslings her Norinco Type 84S-1.]]&lt;br /&gt;
&lt;br /&gt;
==RPD Machine Gun==&lt;br /&gt;
A [[RPD]] LMG is seen used by Eijah ([[Clé Bennett]]) in &amp;quot;Fire from the Gods&amp;quot; (S4E10).&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E10-RPD-1.jpg|thumb|none|600px|Eijah mans the RPD machine gun in &amp;quot;Fire from the Gods&amp;quot;.]]&lt;br /&gt;
[[File:TMITHC-S4E10-RPD-2.jpg|thumb|none|600px|A closer look at the rear of the weapon, including the belt box-drum.]]&lt;br /&gt;
[[File:TMITHC-S4E10-RPD-3.jpg|thumb|none|600px|The RPD's bipod can be seen.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Several [[RPG-7]] rocket launchers are seen primarily in BCR inventories.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:TMITHC-S4E4-RPG7-1.jpg|thumb|none|600px|Wyatt inspects their newly acquired stash of BCR firearms, with Benjy holding a rocket in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E4-RPG7-1.jpg|thumb|none|600px|A closer look at the pile of rocket tubes being stored rather haphazardly within the coffin.]]&lt;br /&gt;
[[File:TMITHC-S4E10-RPG7-1.jpg|thumb|none|600px|Multiple RPG-7s are seen being carried by BCR fighters in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
A GNR bullet train is seen with several point-defence weapons, including a topside turret with dual mounted machine guns as well as what appears to be [[M61 Vulcan]] miniguns mounted in a peculiar forward-facing configuration.&lt;br /&gt;
[[Image:M61 Vulcan machine gun.jpg|thumb|none|350px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:TMITHC-S4E10-trainMG-1.jpg|thumb|none|600px|A GNR bullet train fires its point-defense guns in &amp;quot;Fire from the Gods&amp;quot; (S4E10). The Vulcans appear to only have a limited side-traverse on a horizontal axis which puts its usefulness into serious question.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Philip K. Dick]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Ridley Scott]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1316436</id>
		<title>The Man in the High Castle - Season 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1316436"/>
		<updated>2019-12-18T05:40:01Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Norinco Type 84S-1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Man in the High Castle - Season 4&lt;br /&gt;
|picture = TMITHC-S4.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director =   &lt;br /&gt;
|date= 2019&lt;br /&gt;
|language =  English&amp;lt;br&amp;gt;Japanese&amp;lt;br&amp;gt;German&lt;br /&gt;
|studio= Amazon Studios&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Juliana Crain&lt;br /&gt;
|actor1=[[Alexa Davalos]]&lt;br /&gt;
|character2= Obergruppenführer John Smith&lt;br /&gt;
|actor2=[[Rufus Sewell]]&lt;br /&gt;
|character3=Chief Inspector Kido&lt;br /&gt;
|actor3=[[Joel de la Fuente]]&lt;br /&gt;
|character4=Wyatt Price&lt;br /&gt;
|actor4=[[Jason O'Mara]]&lt;br /&gt;
|character5=Bell Mallory&lt;br /&gt;
|actor5=[[Frances Turner]]&lt;br /&gt;
|character6=Elijah&lt;br /&gt;
|actor6=[[Clé Bennett]]&lt;br /&gt;
|character7=&lt;br /&gt;
|actor7=[[]]&lt;br /&gt;
|character8=&lt;br /&gt;
|actor8=[[]]&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=[[]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|4|Man in the High Castle, The{{!}}The Man in the High Castle}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] pistol is used by resistance fighters throughout the series.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|300px|thumb|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-1.jpg|thumb|none|600px|Wyatt's resistance members prepare by hiding M1911s within their outfits in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-2.jpg|thumb|none|600px|A BCR member uses a suppressed M1911A1 pistol to silence a radio tent in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-3.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) prepares his M1911A1 by pulling the hammer back in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-4.jpg|thumb|none|600px|Wyatt and Jeremy ([[Glenn Ennis]]) fire their M1911A1s in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E10-M1911-1.jpg|thumb|none|600px|A resistance fighter holds down a sliding M1911A1 being moved by unusual magnetic forces in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is seen in the hands of Black Communist Rebellion members. It is possible that they might be standing-in for Norinco Type 59 pistols, as the BCR is said to have sourced most of their weapons from China in this universe's alternate history.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|250px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:TMITHC-S4E3-Makarov-1.jpg|thumb|none|600px|A BCR member uses a suppressed Makarov to eliminate a radio tent in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-Makarov-1.jpg|thumb|none|600px|Benji ([[Bzhaun Rhoden]]) holds his Makarov pistol up to Robert Childan in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
 &lt;br /&gt;
==Nambu Type 14==&lt;br /&gt;
Members of the Imperial Japanese Army and the Kempeitai, including Chief Inspector Takeshi Kido ([[Joel de la Fuente]]) as well as Corporal Toru Kido ([[Sen Mitsuji]]) carry the [[Nambu Type 14]] as their main sidearm.&lt;br /&gt;
[[Image:NambuType14Pistol.jpg|thumb|none|300px|Late Nambu Type 14 - 8x22mm Nambu.]]&lt;br /&gt;
[[File:TMITHC-S4E1-NambuType14-1.jpg|thumb|none|600px|Chief Inspector Kido ([[Joel de la Fuente]]) brandishes his Type 14 during a drive-by shooting in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_26.jpg |thumb|none|600px|A Type 14 is trained onto a suspect in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-NambuType14-3.jpg|thumb|none|600px|Corporal Toru Kido ([[Sen Mitsuji]]) with his Type 14 pistol.]]&lt;br /&gt;
[[File:TMITHC-S4E3-NambuType14-1.jpg|thumb|none|600px|A IJA bodyguard carries a Type 14 pistol as seen through a pair of binoculars in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E6-NambuType14-1.jpg|thumb|none|600px|Inspector Kido aims his Nambu Type 14 in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is seen used in a drive-by assassination and later recovered as evidence. Curiously, Captain Iijima identifies it as a &amp;quot;Chinese Type 54&amp;quot; which could be a misidentification of the real-life [[Norinco Type 54]] or since this is an alternate timeline, it ''could'' actually be an in-universe designation. In reality, there are no known Chinese copies of the APS pistol, licensed or otherwise.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-1.jpg|thumb|none|600px|A Stechkin APS stored in its wooden stock is discovered by Captain Iijima in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-2.jpg|thumb|none|600px|Chief Inspector Kido takes a closer look at the (fictional) Chinese manufacturing stamp in &amp;quot;Hexagram 64&amp;quot; (S4E01). The inscription literally says &amp;quot;Stechkin Pistol&amp;quot;, suggesting that Igor Yakovlevich Stechkin went to China.]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-3.jpg|thumb|none|600px|Inspector Kido ([[Joel de la Fuente]]) pulls out the APS again from its stock/holster. Here we can see the signature adjustable rear sights more clearly in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-StechkinAPS-1.jpg|thumb|none|600px|Evidence photos includes a shot of the APS pistol with its magazine laid out in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
Bell Mallory ([[Frances Turner]]) carries a [[TT-33]] pistol as her personal sidearm throughout the season. Several other BCR members also carry TT-33 pistols.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-1.jpg|thumb|none|600px|Bell ([[Frances Turner]]) raises her TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-2.jpg|thumb|none|600px|Bell executes an IJA officer with her TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-3.jpg|thumb|none|600px|Benjy ([[Bzhaun Rhoden]]) holds up Robert Childan with his TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E5-TT33-1.jpg|thumb|none|600px|Benjy points his TT-33 at Childan again in &amp;quot;Mauvaise Foi&amp;quot; (S4E05).]]&lt;br /&gt;
[[File:TMITHC-S4E8-TT33-1.jpg|thumb|none|600px|Bell scans a dark hallway with her TT-33, in tandem with a flashlight in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08). Note the serious trigger discipline on her part.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] continues to be the default sidearm used by various police and military armed forces of the GNR.&lt;br /&gt;
[[Image:P38Black.jpg|thumb|none|300px|Walther P38 with black grips - 9x19mm]]&lt;br /&gt;
[[File:TMITHC-S4E1-P38-1.jpg|thumb|none|600px|In a flashback to the ending of Season 3, John Smith ([[Rufus Sewell]]) fires his P38 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_21.jpg |thumb|none|600px|A GNR soldier executes Resistance fighters with his P38 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-P38-1.jpg|thumb|none|600px|In a dream sequence, John Smith ([[Rufus Sewell]]) fires his P38 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
A [[Walther PP]] is seen in John Smith's officer desk drawer.&lt;br /&gt;
[[Image:Walther-PP-Post-War.jpg|300px|thumb|none|Post war Walther PP Pistol - .32 ACP.]]&lt;br /&gt;
[[File:TMITHC-S4E9-WaltherPP-1.jpg|thumb|none|600px|The Walther PP is seen in John's desk in &amp;quot;For Want of a Nail&amp;quot; (S4E09). It appears to be a full-length version instead of a PPK.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] sub-machine guns with curved magazines and slim forearms continue to serve the GNR as their primary sub-machine gun throughout the season.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3.]]&lt;br /&gt;
[[File:TMITHC-S4E1-MP5A3-1.jpg|thumb|none|600px|Two GNR agents carry their MP5A3s while guarding the farmstead in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_27.jpg |thumb|none|600px|Smith's bodyguards carry their MP5A3s in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-MP5A3-1.jpg|thumb|none|600px|GNR Border guards carry MP5A3s at the checkpoint in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E8-MP5A3-1.jpg|thumb|none|600px|SS prison security standing guard with their MP5A3s in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-1.jpg|thumb|none|600px|Smith's security detail carry MP5A3s while Major Tod ([[Ty Olsson]]) fires his MP5 one-handed in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-2.jpg|thumb|none|600px|John Smith ([[Rufus Sewell]]) picks up a MP5A3 to defend himself. Note the bit of snow covering the ejection port in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-3.jpg|thumb|none|600px|Smith returns fires with his MP5A3 in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-4.jpg|thumb|none|600px|A discarded MP5A3 on the forest floor while Juliana approaches it cautiously in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The American resistance fighters carry [[M1928A1 Thompson]]s.&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:TMITHC-S4E1-ThompsonM1928-1.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) runs for cover with his M1928A1 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_13.jpg |thumb|none|600px|Wyatt fires his M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
==PPS-43==&lt;br /&gt;
Black Communist Rebellion members are seen using [[PPS-43]] as their standard issue submachine gun.  &lt;br /&gt;
[[Image:PPSh-43-Submachine-Gun.jpg|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:TMITHC-S4E3-PPS43-1.jpg|thumb|none|600px|BCR soldiers with their PPS-43s slung on their backs in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-PPS43-2.jpg|thumb|none|600px|Two BCR soldiers provide overwatch with their PPS-43s with slings attached to them in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-PPS43-1.jpg|thumb|none|600px|BCR members enter the holding room with PPS-43s in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E6-PPS43-1.jpg|thumb|none|600px|Wyatt picks and chooses from a variety of guns, including a PPS-43 in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E8-PPS43-1.jpg|thumb|none|600px|A BCR soldier trains his PPS-43 on Yakuza ''oyabun'' Okami as he casually makes his exit in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E10-PPS43-1.jpg|thumb|none|600px|A PPS-43 with its stock unfolded on Wyatt's back in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-PPS43-2.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) fires his PPS-43  in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The shorter length [[Arisaka Type 38]] Carbines are used frequently by Kempeitai and Imperial Japanese Army soldiers whenever they're not using the newer [[Howa Type 64]]. In several flashbacks, Toru Kido ([[Sen Mitsuji]]) is seen using a full-length Type 38 rifle with an attached Type 30 bayonet during his service in Manchuria.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arisaka Type38.jpg|thumb|400px|none|Arisaka Type 38 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:TMITHC-S4E1-Arisaka-1.jpg|thumb|none|600px|A Kempeitai soldier carries his Type 38 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_25.jpg |thumb|none|600px|Another Kempeitai soldier with his Type 38 Carbine at the back in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-Arisaka-1.jpg|thumb|none|600px|A Kempeitai soldier returns fire outside the auction house in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-4.jpg|thumb|none|600px|A Kempeitai firing squad assembles with shouldered Type 38 Carbines in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-5.jpg|thumb|none|600px|The firing squad turns on Kido's command with their carbines in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E7-Arisaka-1.jpg|thumb|none|600px|Kempeitai guards escort Kido and the Crown Princess of Japan in &amp;quot;No Masters But Ourselves&amp;quot; (S4E07).]]&lt;br /&gt;
[[Image:Type_38_rifle_and_Type_30_bayonet.jpg|thumb|450px|none|Arisaka Type 38 rifle with Type 30 bayonet - 6.5x50mmSR Arisaka.]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-1.jpg|thumb|none|600px|During a wartime flashback, Toru Kido ([[Sen Mitsuji]]) bayonet charges with his Arisaka Type 38 rifle in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-2.jpg|thumb|none|600px|Toru Kido in a narrow alleyway with the Type 38 rifle on one hand in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-3.jpg|thumb|none|600px|The Type 30 bayonet is seen attached to the rifle while Toru Kido manhandles a Manchurian civilian in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is seen used by GNR and SS Honor Guards throughout the season.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:TMITHC-S4E9-Kar98k-1.jpg|thumb|none|600px|Several slain SS Honor Guards are strewn over the floor with their dropped Karbiner 98k rifles in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-Kar98k-1.jpg|thumb|none|600px|GNR guards seen outside the American War Room with their shouldered rifles in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are seen in the hands of resistance fighters throughout the show. The carbines are seen in a peculiar configuration; M1A1 paratrooper folding stocks with metal perforated heat shields and post-war adjustable sights.&lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[Image:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine]]&lt;br /&gt;
[[File:TMITHCS4E01_10.jpg |thumb|none|600px|Pablo with his M1A1 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-M1A1Carbine-2.jpg|thumb|none|600px|A female resistance fighter retreating with her M1A1 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-M1A1Carbine-3.jpg|thumb|none|600px|Another M1A1 Carbine is seen in a BCR weapons stash. Note the AK magazines and spare boxes of .30-06 cartridges in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
An American Resistance member is seen using a [[M1 Garand]] during the defense of Denver.&lt;br /&gt;
[[Image:M1_Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:TMITHCS4E01_03.jpg |thumb|none|600px|An American Resistance member is seen using the [[M1 Garand]] in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Howa Type 64==&lt;br /&gt;
The [[Howa Type 64]] is seen with the Imperial Japanese Army, Navy and Kempeitai troops throughout the show, being more prominently featured as a replacement for their Arisaka bolt-action rifles.&lt;br /&gt;
The rifles used in the show are airsoft replicas made by S&amp;amp;T Armament, a Hong Kong-based airsoft manufacturer as the Type 64 and other post-war weapons are banned from export under Japanese law.&lt;br /&gt;
[[Image:Type 64 assault rifle.jpg|thumb|none|450px|Howa Type 64 rifle - 7.62x51mm]]&lt;br /&gt;
[[File:TMITHC-S4E3-HowaType64-1.jpg|thumb|none|600px|Several IJA guards as seen through a pair of binoculars salute with their Type 64 rifles in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-HowaType64-2.jpg|thumb|none|600px|A Kempeitai soldier secures the entrance of the auction house with his Type 64 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-HowaType64-1.jpg|thumb|none|600px|IJN Marines stand guard outside the Admiral's office with Type 64s in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E5-HowaType64-1.jpg|thumb|none|600px|A Kempeitai agent fires his Type 64 at a fleeing vehicle in &amp;quot;Mauvaise Foi&amp;quot; (S4E05).]]&lt;br /&gt;
[[File:TMITHC-S4E7-HowaType64-1.jpg|thumb|none|600px|IJA soldiers enter the office with raised Type 64 rifles in &amp;quot;No Masters But Ourselves&amp;quot; (S4E07).]]&lt;br /&gt;
[[File:TMITHC-S4E9-HowaType64-1.jpg|thumb|none|600px|An IJN sailor oversees the evacuation with a Type 64 in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-HowaType64-1.jpg|thumb|none|600px|Captured Type 64 rifles are seen wielded by BCR and American Resistance members in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[H&amp;amp;K G3]] continues to be seen as the standard service rifle for Greater Nazi Reich soldiers.&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:TMITHC-S4E1-HKG3-1.jpg|thumb|none|600px|Two SS soldiers partol the site, with the left one carrying his HK G3A3 rifle in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-MP5A3-1.jpg|thumb|none|600px|K-9 handlers (dressed in black) at the GNR border carry HK G3A3s in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Norinco Type 56/-1==&lt;br /&gt;
Several Black Communist Rebellion members are seen using [[Norinco Type 56]]-1 rifles with folding stocks. Chief Inspector Kido ([[Joel de la Fuente]]) is seen using one with fixed stock after commandeering it from a resistance member. The existence of the Avtomat Kalashnikova-series of rifles is explained by them acquiring Chinese copies smuggled overseas, with the implication that Kalashnikov rifles are somehow still in full production despite the defeat of the USSR in the current alternate universe.&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E1-NorType56-1.jpg|thumb|none|600px|Bell Mallory ([[Frances Turner]]) pulls out a field-stripped Norinco Type-56-1 rifle from a smuggler's stash in &amp;quot;Hexagram 64&amp;quot; (S4E01). It can be identified as a Norinco rifle by its hooded front sight.]]&lt;br /&gt;
[[File:TMITHC-S4E1-NorType56-2.jpg|thumb|none|600px|She re-assembles her Type 56 by inserting the bolt carrier and recoil spring before closing it up with the dust cover.]]&lt;br /&gt;
[[File:TMITHCS4E01_23.jpg |thumb|none|600px|Elijah ([[Clé Bennett]]) assembling his own Type-56-1 assault rifle.]]&lt;br /&gt;
[[Image:M22.jpg|thumb|none|450px|Norinco Type 56, milled receiver without the under-folding (&amp;quot;pig sticker&amp;quot;) bayonet - 7.62x39mm.]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType56-1.jpg|thumb|none|600px|Inspector Kido ([[Joel de la Fuente]]) carries a Type 56 rifle left-handed in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType56-2.jpg|thumb|none|600px|After barging into the club unannounced, Kido aims his Type 56 rifle in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 84S-1==&lt;br /&gt;
Fighters from the BCR and later, the American Resistance are seen using [[Norinco Type 84S]]-1 assault rifles with underfolding stocks as their main service rifle. While the characters in-universe remark about their origin being from China is correct, the appearance of these rifles is still highly anachronistic as the 84S was manufactured in the 80s for export purposes. Presumably, they were used as an AK-type stand-in since it was easier to stock on 5.56mm blanks.&lt;br /&gt;
[[Image:NorincoType84SFolder.jpg|thumb|none|450px|Norinco Type 84S-1 Underfolder Model with 16&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:TMITHC-S4E2-NorType84-1.jpg|thumb|none|600px|Wyatt and Jeremy prepare their smuggled Type 84S-1 rifles in &amp;quot;Every Door Out...&amp;quot; (S4E02).]]&lt;br /&gt;
[[File:TMITHC-S4E3-NorType84-1.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) hands a Type 84S-1 rifle to another resistance member in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-NorType84-2.jpg|thumb|none|600px|Several Type 84S-1 rifles are laid out neatly on serving trays before being loosely covered by cloth in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E8-NorType84-1.jpg|thumb|none|600px|A BCR soldier carries his Type 84S-1 with the stock folded in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E8-NorType84-2.jpg|thumb|none|600px|Eijah ([[Clé Bennett]]) carries his Type 84S-1 with a flashlight on his grip-arm while scanning a hallway in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E9-NorType84-1.jpg|thumb|none|600px|Two Type 84S-1 rifles set aside a bed in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType84-1.jpg|thumb|none|600px|Bell Mallory ([[Frances Turner]]) and several other resistance fighters carry Type 84S-1 rifles as they take up defensive positions in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType84-2.jpg|thumb|none|600px|Bell sets aside her Type 84S-1 on a sandbag position, with additional magazines piled next to it in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M70==&lt;br /&gt;
An [[Zastava M70]] assault rifle is seen used later in the season. Curiously they seem to be fitted with the original [[AK-47]] muzzle brake.&lt;br /&gt;
[[Image:Zastava_M70B1.jpg|thumb|none|450px|Zastava M70B1 fixed stock rifle - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-1.jpg|thumb|none|600px|Juliana Crain ([[Alexa Davalos]]) aims and fires her Zastava M70 assault rifle in &amp;quot;Fire from the Gods&amp;quot; (S4E10). The three-vent holds of the Zastava handguard can be seen here.]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-2.jpg|thumb|none|600px|Juliana scans the forest with her Zastava M70. The grenade launcher sights unique to Zastava can be seen on the top of the handguard.]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-3.jpg|thumb|none|600px|The left side of the M70 is seen here, with the sling featured prominently.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
BCR snipers use [[SVD Dragunov]]s during the auction house operation.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov sniper rifle - 7.62x54mm]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-1.jpg|thumb|none|600px|A BCR member loads a SVD Dragunov into the van in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-2.jpg|thumb|none|600px|The front end of several SVDs can bee seen on the table on the bottom left in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-3.jpg|thumb|none|600px|The BCR sniper sights his SVD though the van's ventilation grate in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-4.jpg|thumb|none|600px|A close-up on the SVD's receiver. Note the rubber cheek pad on the stock in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1912==&lt;br /&gt;
Captain Iijima ([[Rich Ting]]) uses a [[Winchester Model 1912]], the Kempeitai apparently having adopted it as their standard-issue shotgun while operating in the Pacific States.&lt;br /&gt;
[[Image:WinchesterModel12Riot.jpg|thumb|none|400px|Winchester Model 1912 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:TMITHC-S4E1-Model1912-1.jpg|thumb|none|600px|Captain Iijima ([[Rich Ting]]) holds his Model 1912 on a suspect in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_26.jpg |thumb|none|600px|A [[Winchester Model 1912]] in the back by another Kempeitai soldier in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-Model1912-2.jpg|thumb|none|600px|The Kempeitai soldier returns the Model 1912 to Captain Iijima in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The [[Browning M2]] is seen used by American Resistance forces and the Imperial Japanese Army.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|450px|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TMITHCS4E01_11.jpg |thumb|none|600px|An American Resistance member is seen using a [[Browning M2]] in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
A [[DShK]] is seen mounted on a Imperial Japanese border patrol vehicle, and later mounted in street barricades in San Francisco. Greater Nazi Reich T-54 MBTs are seen in background shots with mounted DShKs as well.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT]] is seen with GNR security forces in BRDM-2s and a BTR-80, doubling as GNR military armored vehicles.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun with carry handle - 14.5x114mm]] &lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
In archival footage of the escalating situation in Vietnam, an American helicopter door gunner is seen using a [[M60 Machine Gun]].&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
A shielded [[MG42]] is seen mounted on the commander's hatch of a Centurion MBT standing in for a GNR &amp;quot;Panzer&amp;quot;.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:TMITHCS4E01_18.jpg |thumb|none|600px|Mounted MG42 machine guns are seen mounted on a GNR &amp;quot;Panzer&amp;quot; in &amp;quot;Hexagram 64&amp;quot; (S4E01). The Nazi Centurion appears to have the turret side compartments and mud-guards removed, but with improvised sandbag 'armour' occupying the upper-front plate.]]&lt;br /&gt;
&lt;br /&gt;
==PKM Machine Gun==&lt;br /&gt;
A [[PKM Machine Gun]] is seen used by Lemuel Washington ([[Rick Worthy]]).&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|450px|PKM with latest version of flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==RPD Machine Gun==&lt;br /&gt;
A [[RPD]] LMG is seen used by Eijah ([[Clé Bennett]]) in &amp;quot;Fire from the Gods&amp;quot; (S4E10).&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Several [[RPG-7]] rocket launchers are seen primarily in BCR inventories.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
A GNR bullet train is seen with several point-defence weapons, including a topside turret with dual mounted machine guns as well as what appears to be [[M61 Vulcan]] miniguns mounted in a peculiar forward-facing configuration.&lt;br /&gt;
[[Image:M61 Vulcan machine gun.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Philip K. Dick]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Ridley Scott]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1315648</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1315648"/>
		<updated>2019-12-16T13:02:46Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* FN P90 TR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle.&lt;br /&gt;
&lt;br /&gt;
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.&lt;br /&gt;
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.&lt;br /&gt;
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.&lt;br /&gt;
* All guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead).&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer. &lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, melee-ing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
===&amp;quot;Royal Decree&amp;quot;===&lt;br /&gt;
The Royal Decree variant can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. &lt;br /&gt;
&lt;br /&gt;
Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. Is frequently used by the enemies in-game including Russian forces.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the Smart Pistol from ''Titanfall'', a game made by former Infinity Ward members.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hands, the operator releases the slide by quickly pulling it. With Sleight of Hands, they press the slide release instead. Similar animations also appear on the Desert Eagle and the P320.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]].&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips. In the mission &amp;quot;Embedded&amp;quot;, Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber M1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; is a blueprint modification available to owners of the Operator edition that looks similar to an STI Tactical, but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers variants of the M17 and the M18, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the slide &amp;amp; frame are slightly longer than the real weapon, being intermediate between the compact and the full-size model. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three &amp;quot;Mini Reflex&amp;quot; sight options, along with other attachments. It can also be modified with the slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. &lt;br /&gt;
&lt;br /&gt;
The P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission with an added extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (with the right hand); with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played.&lt;br /&gt;
&lt;br /&gt;
In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the &amp;quot;Hometown&amp;quot; flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. It is also the weapon of choice of General Barkov, who wields it during certain cutscenes.&lt;br /&gt;
&lt;br /&gt;
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in &amp;quot;Embedded&amp;quot; can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 [https://youtu.be/akRXYQKzYrk?t=137 erroneously showed a spent casing flying backwards towards the player with each shot]. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen so the issue of fired/unfired rounds is side-stepped.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Melee-ing with the magnum, which shows its left side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 Pro]] has been datamined in PC files. It is called &amp;quot;Vector&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is only available in the multiplayer mode. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]].&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]].&lt;br /&gt;
&lt;br /&gt;
By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Admiral's Pride&amp;quot; blueprint added in the Season 1 update.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical reload; this extra step is appropriate as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg||thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|The MP5SD3 with a collapsed stock, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].&lt;br /&gt;
&lt;br /&gt;
The default Uzi has a unique &amp;quot;first time drawing&amp;quot; animation where its collapsible stock is pulled out. When any attachments are equipped, the &amp;quot;first time drawing&amp;quot; animation changes to the empty reload's bolt pull animation instead.&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]].&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is ommitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an IMI Uzi modified with a foregrip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in the game with a 64-round helical magazine by default. It can use a fictional 84 round magazine.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with s Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an IWI X95, although the original low profile butt can be equipped instead.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant. In the campaign, the 5.56mm AUG is the signature weapon of supporting character Hadir.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[Image:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. The receiver was seemingly inspired by that of the Citori 725 Pro, though the barrels lack the extended chokes seen on this version. The ribs are low like the like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for several assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; and is depicted as semi-automatic; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying. It initially spawns with an accurate four rounds; resupplying automatically refills the magazine tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The 870 MCS Entry in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous ''Call of Duty'' games.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes like the [[UTAS UTS-15]] in ''[[Battlefield 4]]''.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears with a proper milled dust cover for the first time in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly.&lt;br /&gt;
&lt;br /&gt;
In multiplayer (and in some other instances of the campaign), the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). It has the AK-74's 5.45x39mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel components. It is equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. It can be found equipped with various attachments including optics, a GP-25 grenade launcher, and/or a 75-round 7.62x39mm drum magazines (the latter giving it a resemblance to the AKM mentioned below).&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus, also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; on the ground. Note that it does have the correct pistol grip of the AK-12/15. The icon also shows it with a 7.62mm magazine and a milled receiver.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's peculiar front sight block and 90 degree gas block. Note that those components are not always found combined together; there are some AK-47s in the campaign modified only with a stamped receiver and ribbed cover, while others only have an AK-74 style gas block, gas tube, front sight and muzzle.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification of the AK-47 is similar to the aforementioned &amp;quot;AK-12&amp;quot; configuration. It has the same receiver and pistol grip, and is fitted with the same railed handguard, along with an &amp;quot;FFS Close Quarters&amp;quot; stock attachment. The later two can be removed to give the AK its original stock and handguard.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A close up of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|This AK found in the campaign is the exact opposite, having an older milled receiver combined with a 74-style barrel assembly.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===MPi-AKS-74N===&lt;br /&gt;
In the campaign, Farah Karim uses a 7.62x39mm AK with the aforementioned setup (stamped receiver and AK-74 style barrel assembly) as her main weapon of choice, fitted with a German MPi-style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer, and has different markings and logo from the &amp;quot;Steel Curtain&amp;quot; variant. Combining this setup with the 5.45x39mm modification makes the gun resemble an [[MPi-KM-72|MPi-AKS-74N]].&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device than Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal SAM7K===&lt;br /&gt;
In multiplayer, the “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel (complete with an AKS-74U muzzle device) and handguard. The result of this modification resembles a Bulgarian [[Arsenal AR|Arsenal SAM7K]] with wood furniture, though it retains the standard AK-47 leaf sight and smooth receiver cover as opposed to receiving a SAM7K's flip-up rear sight and ribbed cover. The resemblance is more evident when the modification is paired with the &amp;quot;no stock&amp;quot; attachment pictured below, or with the AKS-74 style folding stock (which can be fitted on a real SAM7K).&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|A SAM7K-like AK build in Gunsmith.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard) and a side-folding stock. This turns it into an [[AKS-74U]], except that it retains the original full-size AK rear sight. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer when combined with the 5.45mm ammunition.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of the &amp;quot;Steel Curtain&amp;quot; blueprint with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments turns the gun into an [[AKMSU]], yet again with an original AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. The Create-a-Class description incorrectly mentions it as a battle rifle.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, he fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The &amp;quot;Smooth Dominator&amp;quot; FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, a hybrid SA58/IMBEL IA2 handguard, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style. Despite intended to pass off as a para FAL, this build actually retains the full sized barrel and muzzle of the standard FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot; (referring to the civilian SCAR 17S), but this was later fixed. In an ironic reversal of the descriptions of the FAMAS and the &amp;quot;M4A1&amp;quot;, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note the fictionalized... almost everything about the weapon, save for probably the pistol grip and fire control group, which seem to be the least altered, though they're still quite obviously not the real thing. The big button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess.]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the latter of the two options. Though the rifle sadly doesn't get the larger carry handle assembly, the optic part of the &amp;quot;integral&amp;quot; sights are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope (seen here) is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by a fictional opaque one. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
===&amp;quot;Gilded&amp;quot;===&lt;br /&gt;
The Gilded Legendary blueprint of the &amp;quot;Holger-26&amp;quot; features a low-profile short rail instead of the full-length mock-G36C carry handle.	&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer, and &amp;quot;Kal. 5.56mm&amp;quot;, which correctly reflected the German caliber markings of the real weapon.  However, the retail model states that it is made in Switzerland, is marked with a different fictional arms manufacturer, Singuard Arms, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
 &lt;br /&gt;
It anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands during that time). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free.]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[Image:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. Like the FAMAS, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch and Magpul ASAP Ambi sling mount. Similar to the ''Modern Warfare 2'' M4A1, the in game rifle has some parts tan and the rest black. The base Mk 18 in game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156).&lt;br /&gt;
&lt;br /&gt;
Although the weapon models for the Mk 18 and its variations are some of the best in the ''Call of Duty'' franchise, with articulating bolt releases, magazine releases, and selector levers, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Mk 18 Mod 1. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The Mk 18 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Mk 18 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Mk 18 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 Mk. 18 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; barrel attachment (the latter having an M203 heat shield), this makes it resemble an [[M16A3]] (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-rounder magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; Commando” attachment, this makes it resemble a [[Colt 9mm SMG]], though the receiver remains unchanged from the base Mk 18 (except for the ejection port).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the Mk 18's forward assist and case deflector are still present. Also note that the weapon model reuses the standard bolt carrier group from the base weapon, as indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with bolt release paddle nest from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
&lt;br /&gt;
It is equipped with magazines based on Magpul PMAG, a laser pointer inspired by AN/PEQ-15, and an angled foregrip based on Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the M4 or Noveske N4 style bolt release paddle nest.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. Additionally, the &amp;quot;Tempus Cyclone&amp;quot; barrel attachment gives it an integral suppressor looking similar to that of the SIG-Sauer SUR300, a permanently suppressed MCX upper receiver chambered in .300 BLK. The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches, which would turn it into an MCX VIRTUS Patrol; however, this isn't the case, as the in-game model is slightly shorter, and is closer to an MCX SBR's 14.5&amp;quot; barrel.&lt;br /&gt;
&lt;br /&gt;
As with the Mk 18, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on Sig MPX Thin Side-folding Stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a wooden stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the commercial &amp;quot;Tiger Carbine&amp;quot;.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. An interesting detail in the empty reload animation is that the player character swipes away a few unejected ammo belt links, and flips the feed tray briefly to check the chamber. In an empty Sleight of Hand reload, the player character flicks off the unejected links when putting on the new ammo belt, and doesn't check the chamber.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|Inspecting the feed tray, a bit like the machine guns in ''[[Squad]]''.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Melee-ing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG 34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee-animation of the MG 34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and seen in multiplayer as the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
&lt;br /&gt;
In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee-ing with the Carl Gustaf.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger (real life magnetic proximity triggers don't detect humans).&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[Image:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[Image:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The &amp;quot;Triplets&amp;quot; calling card shows a tan-colored [[SIG-Sauer MPX]] with an M-LOK handguard, in addition to the MP7A2 and MP5 already featured in the game. However, the model is altered in several ways. The left-side bolt catch and steel insert are relocated to the right side, and the handguard has a front vent hole looking like that of a [[SIG-Sauer MCX]]. The weapon also has other parts of an MCX, namely the hole at the rear of the lower receiver, as well as the magwell, which has been shrunk to the size of an MPX.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The MPX in the bottom forefront; note the distinct trapezoidal shape of its ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a Daniel Defense DDM4V7S with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|450px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork. In multiplayer, players can unlock a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
An [[FN M249 SAW]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AX==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AX rifle series|Accuracy International AX]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AX338.jpg|thumb|none|450px|Accuracy International AX338, for reference - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
The [[RGD-5]] grenade is visible on vest of the Alliance fighter Nikto. &lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Advanced_Warfare&amp;diff=1315313</id>
		<title>Call of Duty: Advanced Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Advanced_Warfare&amp;diff=1315313"/>
		<updated>2019-12-15T01:50:40Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* DShK */&lt;/p&gt;
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[[File:Call of Duty Advanced Warfare cover.jpg|300px|thumb|right|''Call of Duty: Advanced Warfare'' (2014)]]&lt;br /&gt;
'''''Call of Duty: Advanced Warfare''''' is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.&lt;br /&gt;
&lt;br /&gt;
The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms are seen in the video game ''Call of Duty: Advanced Warfare''''':&lt;br /&gt;
&lt;br /&gt;
'''Note: spoilers are present in some descriptions.'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Advanced Warfare'' features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find, while in multiplayer they can use one primary and one secondary weapon, or use a perk to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival) compared to singleplayer. Multiplayer also introduces variant weapons in &amp;quot;supply drops&amp;quot; which have altered stats and special titles, in a system a little reminiscent of the ''Borderlands'' games.&lt;br /&gt;
&lt;br /&gt;
The game also features &amp;quot;Exo Survival,&amp;quot; a class-based variant on the Survival mode of ''Modern Warfare 3'' where weapons are bought from an armory using upgrade points earned during the game. Unlike ''MW3'', there is no persistent unlock system based on player level, the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, and the Specialist to shotguns and sniper rifles. This limit can be removed if the player receives the &amp;quot;Weapons Free&amp;quot; perk from a supply drop.&lt;br /&gt;
&lt;br /&gt;
Owing to the future setting, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
As in ''[[Modern Warfare 3]]'', in Exo Survival mode an icon of a [[Beretta 92FS]] is used to mark the position of the Weapon Armory, where the players can buy and upgrade their weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
During the campaign mission &amp;quot;Sentinel,&amp;quot; a collection of antique weapons can be found in Johnathan Irons' office, including a pair of [[blunderbuss]] pistols; they cannot be used.&lt;br /&gt;
&lt;br /&gt;
A July 2015 update later added the blunderbuss as a shotgun in multiplayer. Contrary to what one might expect from a weapon with a highly complex reloading procedure in a game series known for incorrect weapon operation, the animations seem to be more or less functionally correct- to compensate for the length of the reloading animation (even at the feverish pace shown in game, it still takes far longer than the other shotguns), it is absurdly powerful- not so much based on raw damage (its per-pellet damage model is the same as the &amp;quot;Tac-19&amp;quot;), but on its pellet count- 18, compared to the previously universal standard of 8.&lt;br /&gt;
&lt;br /&gt;
[[Image:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock]]&lt;br /&gt;
[[Image:CoDAW-Blunderbuss-1.jpg|thumb|none|600px|Mitchell looks over the two blunderbusses, seemingly annoyed that he cannot tape four of them together and call it a &amp;quot;Blundergat&amp;quot;.]]&lt;br /&gt;
[[Image:CoDAW-Blunderbuss-2.jpg|thumb|none|600px|Some supply drop variants of the Blunderbuss in the multiplayer selection menu. Note the &amp;quot;Thunderpipe&amp;quot; variant at the left; this is actually a translation of the Dutch word &amp;quot;donderbus&amp;quot;, from which the word &amp;quot;blunderbuss&amp;quot; was derived.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] has been added via a September 2015 update.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDAW M1911.jpg|thumb|none|600px|The M1911 in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat 1861==&lt;br /&gt;
&lt;br /&gt;
The [[LeMat 1861]] single-action revolver has been added via a May 2015 update. The hammer is cocked with the user's dominant thumb when aimed or dual-wielded, and fanned when firing without aiming; either way, it is fired extremely quickly. It is called the &amp;quot;M1 Irons&amp;quot; in-game, and incorrectly holds 6 rounds per cylinder instead of 9. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder.&lt;br /&gt;
&lt;br /&gt;
Despite being based on the percussion model, the weapon fires centerfire cartridges, and bizarrely has a swing-out cylinder. At least though, the player character appropriately de-cocks the hammer before reloading a non-empty cylinder. The underbarrel shotgun cannot be used, despite the visible presence of the selector lever on the hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:Lemat.jpg|thumb|none|350px|LeMat 1861 - .36 or .44 caliber]]&lt;br /&gt;
[[File:CoDAW M1 Irons.jpg|thumb|none|600px|The &amp;quot;M1 Irons&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDAW M1 Irons 2.jpg|thumb|none|600px|Dual-wielded LeMat revolvers.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
&lt;br /&gt;
The [[MP-443 Grach]] appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission &amp;quot;Sentinel&amp;quot; has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.&lt;br /&gt;
&lt;br /&gt;
In Exo Survival mode it is the secondary starting weapon for the Heavy class; the version the Heavy starts with automatically has the extended mags upgrade. Oddly, this does not stop the player from buying it again by clicking on the word &amp;quot;equipped,&amp;quot; which charges two upgrade points in return for nothing at all.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
[[Image:CoDAW-Grach-1.jpg|none|thumb|600px|Mitchell reloads his MP-443 Grach equipped with a fictional &amp;quot;target enhancer&amp;quot; scope, pondering under what circumstances water would be leaking through the roof of a damaged warship. Oddly, even target enhancer scopes picked up from enemies will show enemies in red, meaning presumably they are trained to shoot everyone ''except'' the glowing ones.]]&lt;br /&gt;
&lt;br /&gt;
==VBR-Belgium PDW==&lt;br /&gt;
&lt;br /&gt;
The [[VBR-Belgium PDW]] returns from ''Ghosts'' as a sidearm, this time being fully automatic and having a garish paint job; unlike ''Ghosts'' where the player character holds it at arm's length in one hand, it is held close using the foregrip. By default it has a 15 round magazine, increasing to 22 with extended mags.&lt;br /&gt;
&lt;br /&gt;
In Exo Survival mode it is the secondary starting weapon for the Specialist class. Like the Heavy's MP-443, the Specialist's PDW gets a free extended mags upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vbr-b-compact.jpg|thumb|350px|none|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[Image:CoDAW-PDW-1.jpg|thumb|none|600px|Mitchell fires his VBR-Belgium PDW as he wonders who left science on the back of it.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AMR9&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AMR9&amp;quot; is a fictional AR15-pattern carbine seemingly based on the [[AAC Honey Badger]] model from ''Ghosts'': it is classified as an SMG, even though the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts, and for some reason its fire mode is described as &amp;quot;double barrel&amp;quot; in the HUD in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[Image:CoDAW AMR9 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[Image:CoDAW-AMR-1.jpg|thumb|none|600px|During the mission &amp;quot;Captured,&amp;quot; Mitchell is forced to use only SMGs, as he only has one working arm. He is momentarily distracted from this by the question of how on Earth someone could put the fire selector in the wrong position on a weapon they made up themselves.]]&lt;br /&gt;
[[Image:CoDAW-AMR-2.jpg|thumb|none|600px|In happier times, Mitchell reloads his AMR, equipped with the game's bizarrely overcomplicated unfolding thermal sight. Note that &amp;quot;AMR&amp;quot; somehow stands for &amp;quot;automatic pistol rifle,&amp;quot; so presumably it fires entire [[Beretta 93R]]s at people.]]&lt;br /&gt;
[[Image:CoDAW-AMR-3.jpg|thumb|none|600px|It does at least feature handy arrows on the magazine and magwell so even the terminally stupid can figure out how to load it.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ASM1&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ASM1&amp;quot; is essentially a futuristic [[Thompson Submachine Gun]]; the campaign version and the &amp;quot;Speakeasy&amp;quot; supply drop variant in multiplayer come with an M1921 / M1928-style foregrip. It uses a thick dual-column straight magazine with a capacity of 35 rounds in multiplayer, 45 in campaign and 50 in Exo Zombies. The extended magazine attachment in multiplayer gives a 52-round capacity without changing the magazine model, but the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Royalty&amp;quot; variants are actually loaded with a drum magazine; the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Strider&amp;quot; variants also have an actual Thompson stock. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1921AC.jpg|thumb|none|400px|Colt M1921AC Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:CoDAW ASM1 menu icon.jpg|thumb|none|600px|The &amp;quot;ASM1&amp;quot; in the selection menu.]]&lt;br /&gt;
[[Image:CoDAW-ASM-1.jpg|thumb|none|600px|During the mission &amp;quot;Collapse,&amp;quot; Mitchell looks out over San Francisco Bay, admiring the sight of a fleet of ships dramatically doing absolutely nothing in line with series traditions. Note the &amp;lt;s&amp;gt;destroyer packed with advanced weaponry&amp;lt;/s&amp;gt; Littoral Combat Ship model recycled from ''[[Call of Duty: Ghosts]]''.]]&lt;br /&gt;
[[Image:CoDAW-ASM-2.jpg|thumb|none|600px|While defending America's giant silly catamaran aircraft carrier USS ''Arrowhead'' in &amp;quot;Armada,&amp;quot; Mitchell takes a moment to reload his space Thompson, the similarities in design clearly visible when it is held at an angle.]]&lt;br /&gt;
[[Image:CoDAW-ASM-3.jpg|thumb|none|600px|The similarity is even more obvious when looking at the in-world model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP11&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP11&amp;quot; is a fictional SMG which appears to be rebuilt from the [[Saab Bofors Dynamics CBJ-MS]] model from ''Ghosts''. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not, due to reused animations from the CBJ-MS from ''Ghosts''. Another one is that &amp;quot;Made in Sweden&amp;quot; can be seen on the left side of the gun, the real CBJ-MS being indeed Swedish.&lt;br /&gt;
&lt;br /&gt;
[[Image:CBJ-MS.jpg|thumb|none|350px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[Image:CoDAW MP11 menu icon.jpg|thumb|none|600px|The &amp;quot;MP11&amp;quot; in the selection menu.]]&lt;br /&gt;
[[Image:CoDAW-MP11-1.jpg|thumb|none|600px|Mitchell holds an &amp;quot;MP11&amp;quot; as he takes part in a rather strange simulation in &amp;quot;Atlas.&amp;quot; The hand positions for this weapon are identical to those used by the CBJ-MS in ''Ghosts'', including holding the foregrip...]]&lt;br /&gt;
[[Image:CoDAW-MP11-2.jpg|thumb|none|600px|...which the weapon doesn't necessarily have.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] has been added via a September 2015 update. This is the only ''Call of Duty'' title where the player character holds the underside of the weapon behind the magwell, when in idle. In the other games of the series, the character grasps either the magwell or (incorrectly) the magazine itself.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:CoDAW MP40.jpg|thumb|none|600px|The MP40 in the selection menu.]]&lt;br /&gt;
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==&amp;quot;SAC3&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SAC3&amp;quot; is a futurized version of the [[TDI Vector]]. The player character always uses one in each hand (meaning it has an automatic akimbo &amp;quot;attachment&amp;quot;) and it is only available in multiplayer and Exo Zombies mode. Two supply drop variants, &amp;quot;Blood &amp;amp; Glory&amp;quot; and &amp;quot;Pain &amp;amp; Suffering&amp;quot;, are altered to have their stock removed but a longer barrel. An update later added some supply drop variants that are single-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Vector - .45 ACP]]&lt;br /&gt;
[[File:CoDAW SAC3 menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;SAC3&amp;quot;.]]&lt;br /&gt;
[[File:CoDAW-SAC3.jpg|thumb|none|600px|Lilith Swann ([[Rose McGowan]]) firing her dual SAC3s in Exo Zombies.]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|350px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]'']]&lt;br /&gt;
[[File:CoDAW SAC3 Blood Glory menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;SAC3 - Blood &amp;amp; Glory&amp;quot;.]]&lt;br /&gt;
[[File:CoDAW-SAC3-Pain-Suffering.jpg|thumb|none|600px|The &amp;quot;Pain &amp;amp; Suffering&amp;quot; variant in first person. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants, presumably because of reasons.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
&lt;br /&gt;
The prototype version of the [[SIG-Sauer MPX]] appears as the &amp;quot;KF5&amp;quot;, equipped with a carbon fiber handguard. It is the primary starting weapon for the Light class in Exo Survival. The charging handle incorrectly reciprocates during firing; it seems that the weapon model wasn't designed for this animation, as missing textures can be seen when the charging handle moves backward. As usual for weapons in the ''Call of Duty'' series, the selector switch is set to safe. Interestingly, the empty reloading animation is the same as the &amp;quot;even&amp;quot; animation of the ''[[Call of Duty: Black Ops II]]'' &amp;quot;Peacekeeper&amp;quot; when the &amp;quot;fast mag&amp;quot; is used.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|400px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:CoDAW MPX menu icon.jpg|thumb|none|400px|In-game menu icon of the MPX.]]&lt;br /&gt;
[[File:CoDAW-MPX-1.jpg|thumb|none|600px|An MPX fitted with a laser sight and a suppressor.]]&lt;br /&gt;
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==&amp;quot;SN6&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SN6&amp;quot; is a futuristic HK-style SMG taking most of its style cues from the [[Heckler &amp;amp; Koch UMP45]]. Despite clearly having a paddle magazine release, it has the same incorrect detaching operation for an empty magazine as the AK-12. The left side of the receiver indicates &amp;quot;Made in America&amp;quot; and &amp;quot;9x19 Luger&amp;quot;, but weapon in-game has a straight magazine; the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&amp;amp;W.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:CoDAW SN6 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;SN6&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] has been added via a November 2015 update. It is properly held from the handguard, unlike in most Call of Duty games where it is held from the magazine.&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
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=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Metal Storm MAUL==&lt;br /&gt;
&lt;br /&gt;
The [[Metal Storm Weapons|MAUL]] returns from ''Ghosts'', still called the &amp;quot;Bulldog&amp;quot;; indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5. Notably, the player character makes the poor decision (during reloading) of lining up the barrel, then driving it fully into place by slapping the muzzle; this breaks just about the #1 rule of firearm safety: &amp;quot;Don't point a firearm at anything you aren't willing to destroy- such as, say, your own hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MAUL Shotgun.jpg|thumb|none|400px|MAUL shotgun in standalone configuration - 12 gauge preloaded barrel]]&lt;br /&gt;
[[File:CoDAW-MAUL-Zombies.jpg|thumb|none|600px|Oz ([[John Malkovich]]) at the left with a MAUL. Note the spare barrels in the stock; these are never used.]]&lt;br /&gt;
[[File:CoDAW-MAUL-Foregrip.jpg|thumb|none|600px|A custom variant equipped with a foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S-12&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;S-12&amp;quot; is a fictional fully-automatic bullpup shotgun; it appears to be based on a [[Saiga 12]] &amp;quot;Kushnapup&amp;quot; conversion, though the model itself most closely resembles a [[Heckler &amp;amp; Koch G36C]]. The reloading animation seems to be a modified version of the reload of the Titus 6's flechette mode in ''Black Ops II''; it is a poor fit, since the player character's right hand clips straight through the pistol grip. &amp;quot;12 GA. 2-3/4&amp;quot; can be seen on the side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Kushnapup.jpg|thumb|none|400px|Kushnapup with EOTech red dot sight - 12 gauge]]&lt;br /&gt;
[[File:CoDAW S12 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;S-12&amp;quot;.]]&lt;br /&gt;
[[File:CoDAW-S12-1.jpg|thumb|none|600px|Mitchell holds an &amp;quot;S-12&amp;quot; shotgun in the mission &amp;quot;Traffic&amp;quot; as he ponders how a purpose-built vehicle with railguns qualifies as a technical.]]&lt;br /&gt;
[[Image:CoDAW-S12-2.jpg|thumb|none|600px|Back in &amp;quot;Atlas,&amp;quot; he takes a moment from seeing if he is a bad enough dude to save the President to vaguely encourage a drum into the S-12 associated with his hand. Notably, this particular drum seems to lack any sort of opening that would allow the shells inside to reach the weapon's chamber, something that magazines are generally expected to have.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tac-19&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tac-19&amp;quot; is a reworked version of the [[UTAS UTS-15]] model from ''Ghosts''; interestingly, the game files refer this weapon to as the &amp;quot;UTS-19&amp;quot;. It now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant. Mechanically, however, it is handled as a standard shotgun, with the spherical blast effect purely cosmetic; the weapon actually fires eight hitscan &amp;quot;pellets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is the primary starting weapon for the Specialist class in Exo Survival.&lt;br /&gt;
&lt;br /&gt;
[[File:UTS-15 Gen2.JPG|thumb|none|400px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[File:CoDAW Tac19 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Tac-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
&lt;br /&gt;
The prototype [[AK-12]] returns from ''Ghosts'', this time with bakelite magazines from the [[AK-74]]. Its model and animations are overly similar to that in Ghosts, but with a lighter paint job and a curious ghost magazine that manages to detach itself with no assistance from the character holding it when performing an empty reload. The iron sights have been changed from ''Ghosts'', making them less true to that of the real weapon; the front sight is also mounted on the gas block. However, the singleplayer version has the actual front sight seen in Ghosts (including that fact that it is attached to the muzzle brake, like the real 2013 prototype of the AK-12), and some supply drop variants in multiplayer have the correct front and rear sights.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-12 2013.jpg|thumb|none|400px|AK-12 - 5.45x39mm, 2013 prototype]]&lt;br /&gt;
[[File:CoDAW AK12 menu icon.jpg|thumb|none|400px|Multiplayer menu icon of the AK-12.]]&lt;br /&gt;
[[File:CoDAW-AK12-1.jpg|thumb|none|600px|The AK-12 in Exo Zombies, found in the &amp;quot;3D Printer&amp;quot; (equivalent of the mystery box from the ''Black Ops'' Zombies mode). In third-person view of all game modes, the weapon uses the more correct campaign model (except that here in the 3D Printer it is shown with dual magazines, even tough the attachment isn't actually used when picking up the weapon).]]&lt;br /&gt;
[[File:CoDAW-AK12-2.jpg|thumb|none|600px|An AK-12 equipped with an &amp;quot;Auto Focus Sight&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
&lt;br /&gt;
The classic [[AK-47]] has been added to multiplayer via a September 2015 update. It is specifically the Type II model, but hybridized with the ribbed receiver cover of an [[AKM]] like in ''Modern Warfare 2'' and ''Modern Warfare 3''. It is also shown with a scope mount, as well as a barrel that is slightly extended past the front sight. The reloading animation has been changed compared to the past ''Call of Duty'' games, but the empty reload involves a weird automatic detaching operation of the magazine, similarly to the AK-12.&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bal-27&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bal-27&amp;quot; is a fictional weapon based on the [[MSBS Series|MSBS-5.56B Radon]] model from ''Ghosts'', but with a P90-style overhead polycarbonate box magazine mounted on the top of the stock. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign. Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:MSBS-5,56.jpg|thumb|none|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]]&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:CoDAW BAL-27.jpg|thumb|none|500px|The &amp;quot;AE&amp;quot; supply drop variant of the Bal-27.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''Ghosts'', with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a sling added. It still has markings suggesting it is chambered in 5.45x39mm, and oddly retains the US flag on the side of the receiver, despite being mostly used by Korean forces. It incorrectly fires in 3-round burst mode instead of fully-automatic. The &amp;quot;Damnation&amp;quot; supply drop variant has an elongated barrel like that of the civilian ARX-100 variant.&lt;br /&gt;
&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|400px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:CoDAW-ARX-1.jpg|thumb|none|600px|Mitchell holds an ARX-160 as he secures Seoul's strategically vital bars from the Northern menace.]]&lt;br /&gt;
[[Image:CoDAW-ARX-2.jpg|thumb|none|600px|Reloading, he notices the North Koreans helpfully put an American flag on the side just in case he came along.]]&lt;br /&gt;
[[File:ARX-100.jpg|thumb|none|400px|Beretta ARX-100, the civilian version of the ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[File:CoDAW ARX160 Damnation menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;ARX-160 - Damnation.&amp;quot; Note the strange AK-style stock.]]&lt;br /&gt;
&lt;br /&gt;
==Brown Bess Flintlock Musket==&lt;br /&gt;
&lt;br /&gt;
The collection in &amp;quot;Sentinel&amp;quot; also includes what appear to be a pair of [[Brown Bess Flintlock Musket]]s. They cannot be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Short land pattern brown bess.jpg|thumb|none|400px|Original &amp;quot;Short Land Pattern&amp;quot; Brown Bess musket made 1768-1805 - .75 caliber]]&lt;br /&gt;
[[Image:CoDAW-Flintlock-1.jpg|thumb|none|600px|Completely ignoring his current mission, Mitchell takes a look at Irons' irons.]]&lt;br /&gt;
&lt;br /&gt;
==Browning BLR==&lt;br /&gt;
The [[Browning BLR]] has been added via a November 2015 update, and is simply referred to as &amp;quot;Lever Action&amp;quot;. The lever is operated extremely fast, making it behave almost like a semi-automatic weapon, similarly to the &amp;quot;M1 Irons&amp;quot;. It has a large Wild West Guns style lever loop, which is flip-cocked during an empty reload in ''Terminator 2''-style, similarly to the Winchester Model 1887 from ''Call of Duty: Modern Warfare 2'' and ''Call of Duty: Black Ops''. In addition, the standard rear sight has been replaced by an extremely large flip-up aperture sight seemingly mounted on the front of the stock; given the FOV used in the game, this isn't actually visible until one aims down the sights.&lt;br /&gt;
[[File:BLR White Gold.jpg|thumb|none|400px|Browning BLR - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EPM3&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;EPM3&amp;quot; is a semi-automatic energy weapon with a player model rather blatantly rebuilt from an [[FN SCAR]], most likely the SCAR-L from ''Modern Warfare 3''. It is only available in multiplayer modes, where it is classified as a heavy weapon. It has infinite ammunition, but can overheat; it will do so after around nine shots if fired rapidly.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|400px|none|Third-Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:CoDAW-EPM3-1.jpg|thumb|none|600px|Menaced by a horrifying lens flare, the player character in Exo Survival holds her certainly-not-a-SCAR.]]&lt;br /&gt;
[[Image:CoDAW-EPM3-2.jpg|thumb|none|600px|Though granted, the integral plasma space reactor is a new one.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HBRa3&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;HBRa3&amp;quot; appears to be a reworking of the [[CZ 805 BREN]] model from ''Ghosts''; the resulting weapon seems to take a lot of visual cues from the [[Robinson Armament XCR]]. It has a VLTOR style stock, and the magwell indicates that it is chambered in 7.62x39mm, which is possible for both the CZ 805 and the XCR. It appears to be the standard weapon of the US military in the game's universe, though it is also sometimes used by other factions. It is also seen held by a soldier on the game's box cover.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ805bren-a1.jpg|thumb|none|400px|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Robarm XCR L.jpg|thumb|none|400px|Robinson Armament XCR - 5.56x45mm]]&lt;br /&gt;
[[File:CoDAW-HBRa3-1.jpg|thumb|none|600px|&amp;quot;''Ooo-Rah!''&amp;quot;]]&lt;br /&gt;
[[File:CoDAW-HBRa3-2.jpg|thumb|none|600px|Mitchell holds his &amp;quot;HBRa3&amp;quot; with an ACOG scope on the Golden Gate Bridge.]]&lt;br /&gt;
[[File:CoDAW-HBRa3-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IMR&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;IMR&amp;quot; (&amp;quot;Integrated Munitions Rifle&amp;quot;) is a fictional assault rifle based on the [[IWI X95 Flattop]] model from ''Ghosts''. In the game it is described as having an integral 3D printer which appears to actually be a ''Star Trek'' replicator since it never requires any additional base materials; it simply regenerates ammunition into the player's reserve, presumably meaning the weapon contains several hundred rounds of ammunition. The weapon appears to functionally be a liquid propellant rifle using a tank of copper thermite (!) mounted in the stock; this is never replaced, oddly enough. Reloading involves pulling a mysterious tube above the receiver in line with the front of the 3D printer unit, which makes bullets go into to the magazine in a way that is not particularly clear.&lt;br /&gt;
&lt;br /&gt;
It is not particularly clear how the 3D printer is actually supposed to be useful since it would simply add bulk to the weapon and cannot print different types of ammunition for different targets which would be the only conceivable advantage of such a device, and since the weapon does not have variable charge settings, using liquid propellant would only decrease the mass of propellant carried in a particular space due to the lower density of a liquid compared to a solid.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[Image:Bts weapons imr.jpg|thumb|none|600px|Concept art of the &amp;quot;IMR&amp;quot; rifle showing the propellant tank and 3D printer. Note the &amp;quot;unbonded aluminum and copper oxide&amp;quot; label on the propellant tank. This means the propellant is copper thermite, a much faster-burning reaction than the more familiar iron thermite, to the point it behaves more like flash powder. Precisely how the weapon would deal with the residual molten copper or survive the immense heat of a thermite reaction inside its receiver is not clear.]]&lt;br /&gt;
[[File:CoDAW-IMR-1.jpg|thumb|none|600px|The weapon fitted with a &amp;quot;Hybrid Sight&amp;quot;.]]&lt;br /&gt;
[[File:CoDAW-IMR-2.jpg|thumb|none|600px|In singleplayer, the only version of the &amp;quot;IMR&amp;quot; that can actually print ammunition is the one that has a printing indicator behind the red dot sight, in contrast in other game modes where all IMRs have 3D printing capabilities. This version has a unique front sight as well.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] has been added via a February 2016 update. Like in ''[[Call of Duty: World at War]]'' and ''[[Call of Duty: Black Ops]]'', a non-empty clip can be manually ejected in a longer reloading process.&lt;br /&gt;
&lt;br /&gt;
The M1 Garand is also depicted with a &amp;quot;sticky bolt&amp;quot; which requires a manual push of the bolt to close it at the end of either reload (as with ''[[Call of Duty 3]]'' and ''Call of Duty: World at War: Final Fronts''). This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CoDAW-M1Garand.jpg|thumb|none|600px|The M1 Garand in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] has been added via a September 2015 update; it is simply referred to as &amp;quot;M16&amp;quot;.&lt;br /&gt;
[[Image:M16A4Standard.jpg|thumb|none|400px|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] is a retextured version of the model from ''Ghosts''. It is treated more like its ''Modern Warfare 3'' incarnation, with no dedicated scope and sharing the accessories used by other standard rifles. It has the same curious detaching operation of an empty magazine as the AK-12.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:CoDAW-Mk14-1.jpg|thumb|none|600px|Mitchell holds a Mk 14 Mod 0 in &amp;quot;Fission&amp;quot; as he takes a moment out from preventing a nuclear meltdown to supervise the oddly adorable Shelfbots.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] has been added via an August 2015 update.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[Image:CoDAW Stg44.jpg|thumb|none|600px|Some supply drop variants of the Sturmgewehr 44 in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1885==&lt;br /&gt;
&lt;br /&gt;
The collection in &amp;quot;Sentinel&amp;quot; also includes a [[Winchester 1885 High Wall|Winchester Model 1885]] rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a large scope fitted. It cannot be used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester Model 1885.jpg|thumb|none|400px|Winchester Model 1885 - .45-70]]&lt;br /&gt;
[[Image:CoDAW-Sharps-1.jpg|thumb|none|600px|Mitchell reels as he discovers the true scale of Atlas' advanced weapon programs.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Atlas 20mm&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A giant fictional anti-materiel rifle called the &amp;quot;Atlas 20mm&amp;quot; is available in the game; it is a futuristic version of the [[Barrett M82A2]], with a free-floating barrel resembling that of the [[WA2000]]. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the ''Modern Warfare 3'' UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning. Additionally, the weapon is never seen being cocked in any way; while this could be possible were the weapon open-bolt (with some form of mechanism to prevent the bolt from dropping on an empty magazine), such an accuracy-reducing configuration would make precious little sense on a sniper rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Barrettm82a2.jpg|thumb|none|400px|Barrett M82A2 - .50 BMG]]&lt;br /&gt;
[[File:CoDAW Atlas20mm menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Atlas 20mm&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
&lt;br /&gt;
The [[Gepard GM6 Lynx]] is essentially identical to its ''Ghosts'' incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission &amp;quot;Throttle&amp;quot;, where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5. It has the same curious detaching operation of an empty magazine as the AK-12 and the Mk 14 Mod 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-GM1-1.jpg|thumb|none|600px|Mitchell holds a GM6 Lynx as he witnesses a PMC soldier's rather unorthodox response to his presence.]]&lt;br /&gt;
[[Image:CoDAW-GM6-2.jpg|thumb|none|600px|Scope of the GM6 Lynx; note that ''Advanced Warfare'' does not feature dual-rendered scopes as ''Ghosts'' did, and so the area outside the scope is magnified just as much as the area inside.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] has been added via a July 2015 update; it is called &amp;quot;SVO&amp;quot; in-game.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDAW Dragunov.jpg|thumb|none|600px|Some supply drop variants of the Dragunov in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
&lt;br /&gt;
A reworked version of the [[CETME Ameli]] is used by Atlas PMC troops; for no obvious reason it has a side-folding stock, and features additional RIS rails on the handguard and new iron sights. The belt features an odd lighting error; the rounds will reflect the colour of the level's sky but not local light sources, which means they will appear to be blue in the singleplayer mission &amp;quot;Utopia.&amp;quot; The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation.&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli light machine gun - 5.56x45mm]]&lt;br /&gt;
[[Image:CoDAW-Ameli-1.jpg|thumb|none|600px|Mitchell holds a CETME Ameli as he enjoys a grand view of New Baghdad.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Pytaek&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The fictional &amp;quot;Pytaek&amp;quot; machine gun appears to be a reworked version of the [[LSAT]] model from ''Ghosts''; interestingly, &amp;quot;LSAT&amp;quot; can be seen inscribed below the rear sight, and the game files refer this weapon to as such. The side of the weapon indicates that it is manufactured by &amp;quot;Sledgehammer Industries&amp;quot; and chambered in &amp;quot;7.62mm×51 Caseless&amp;quot;, the latter of which suggests a futuristic caliber development, as there is no caseless version the 7.62x51mm NATO round currently in existence. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.&lt;br /&gt;
&lt;br /&gt;
[[Image:LSAT.jpg|thumb|none|400px|AAI Corporation LSAT light machine gun with front and rear sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[File:CoDAW Pytaek menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Pytaek&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XMG&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The [[GAU-19/A]] is the basis of the &amp;quot;XMG&amp;quot;, a dual-wielded drum-fed gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special &amp;quot;lockdown&amp;quot; mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move. Bizarrely, this mode is the only time in which the barrels actually rotate; in standard mode, they remain in the same alignment, and, just to make things more confusing, reciprocate all at once during firing.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-XMG-1.jpg|thumb|600px|none|The player character in Exo Survival holds a pair of &amp;quot;XMGs&amp;quot; with the barrels retracted, having just wasted upgrade points on the remarkably useless laser sight attachment.]]&lt;br /&gt;
[[Image:CoDAW-XMG-2.jpg|thumb|600px|none|&amp;quot;Lockdown Mode&amp;quot; extends the barrels and anchors the player character to the ground; oddly, the sights on the weapons are not positioned where they would be useful in this mode, even though this is the only time the weapon can really be fired accurately.]]&lt;br /&gt;
[[Image:CoDAW-XMG-3.jpg|thumb|600px|none|Reloading the XMGs; the player character lifts the guns right up to do this, presumably so the player can see the rather small drums. Moments later, these are ejected by what can be assumed to be the same ghost of nonsensical reloads past that automatically removes the magazines from some of the other weapons.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] returns as the &amp;quot;MAAWS&amp;quot;. It is seen fitted with a side-mounted (and sideways) reflex sight, which, as with the other launchers, must be aimed through to fire the weapon, an AN/PEQ laser, and a seemingly pointless sling strap wrapped around it.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[File:CoDAW MAAWS model.jpg|thumb|none|500px|In-game model of the Carl Gustav M3.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MAHEM&amp;quot;==&lt;br /&gt;
A fictional design of the real MAHEM ('''Ma'''gneto '''H'''ydrodynamic '''E'''xplosive '''M'''unition), a program developed by DARPA, appears alongside the game's launchers. It is appropriately described as utilizing molten metal. However, reloading the weapon is a procedure that can be best described as &amp;quot;daft&amp;quot;. It consists of firstly pulling a short, strange hatch over to the side and placing into it a near-featureless (lacking any sort of exhaust port) metal drum that is actually wider than it is long (raising the question of what purpose the entire rest of the launcher tube's length serves other than to add unnecessary weight and bulk to the weapon, and how such a small object contains both a rocket motor and liquid metal-based warhead, unless the weapon is supposed to form its penetrator on firing). The player character then flips the hatch closed, then reaches back on the launcher to push a button, causing part of the launcher to slide forward, then go backward, despite a lack of any obvious source of power (or purpose) for this. To top it all off, the scope overlay doesn't disappear before the unscoping animation begins, leading to a scene not unlike ''[[Homefront]]''- for a few frames, the user is looking at a scope, through the scope they're looking at the scope through.&lt;br /&gt;
[[File:CoDAW-MAHEM.jpg|thumb|none|600px|The MAHEM in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDAW-MAHEM-2.jpg|thumb|none|600px|A custom variant about to be fired.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] can secretly be found in the singleplayer mission &amp;quot;Throttle&amp;quot;. The weapon is mostly recycled from ''Modern Warfare 3'', and has no firing sound in-game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CoDAW-RPG-1.jpg|thumb|none|600px|The RPG-7's glitched third person position in &amp;quot;Throttle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
Two [[M18 smoke grenade]]s are visible on Gideon's chest rig at the start of the mission &amp;quot;Atlas.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:CoDAW-M18-1.jpg|thumb|none|600px|Two M18 smoke grenades are visible among the series of random objects attached to Gideon's chest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 7290 Flashbang==&lt;br /&gt;
&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is used as the model for a fictional &amp;quot;variable grenade&amp;quot; that has the ability to switched between Flash, EMP and Threat modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:CoDAW Flashbang.jpg|thumb|none|600px|The in-game tactical grenade in Flash mode.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Smart grenade&amp;quot; (Airsoft 40mm grenade)==&lt;br /&gt;
&lt;br /&gt;
The homing &amp;quot;smart grenade&amp;quot; used in singleplayer is actually based on an Airsoft 40mm &amp;quot;grenade&amp;quot; round with channels for firing a burst of 6mm BBs. It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilizing itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the &amp;quot;MDL&amp;quot; grenade launcher found in the missions &amp;quot;Induction&amp;quot; and &amp;quot;Crash&amp;quot;, though in other missions the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerized target assessment and guidance system and a set of thrusters into a grenade body and still have any room left for explosives is not clear.&lt;br /&gt;
&lt;br /&gt;
In multiplayer the player character is much too lazy to actually throw grenades and so instead uses a wrist-mounted launcher which fires odd, vaguely organic-looking glowy blobs which look like either an executive toy or something a Metroid would hatch out of.&lt;br /&gt;
&lt;br /&gt;
[[Image:Airsoft40mm.jpg|thumb|none|400px|Swiss Arms 40mm Airsoft &amp;quot;grenade,&amp;quot; a typical example of an Airsoft 40mm round]]&lt;br /&gt;
[[Image:CoDAW-Grenade-1.jpg|thumb|none|600px|&amp;quot;It's not stupid, it's advanced.&amp;quot;]]&lt;br /&gt;
[[Image:CoDAW-Grenade-2.jpg|thumb|none|600px|A smart grenade fired from the MDL in &amp;quot;Induction&amp;quot; is visible flying through the air to the left; not only can this MDL apparently fire entire hand grenades, but it does so with the safety levers still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
Two [[Browning M2HB]]s in remote weapon stations (more precisely, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in &amp;quot;Induction&amp;quot; and the one that must be destroyed in &amp;quot;Fission.&amp;quot; Some Titans, like the ones in &amp;quot;Atlas,&amp;quot; lack them.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-M2-1.jpg|thumb|none|600px|In the future, heavy machine guns will have progressed to the point where they no longer require receivers.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s are seen mounted on [[Call of Duty Ghost]]'s GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission &amp;quot;Traffic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:CoDAW-DshK-1.jpg|thumb|none|600px|Mitchell takes a look at a mounted DShK after dealing with a group of KVA terrorists who had planned for everything except his team's ability to commit point violations of the laws of physics.]]&lt;br /&gt;
[[Image:CoDAW-DShK-2.jpg|thumb|none|600px|Fleeing from a nuclear plant built in accordance with the ''Command &amp;amp; Conquer'' school of architecture, Mitchell dashes past a DShK-equipped GAZ-2975.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] used on Abrams tanks in ''Ghosts'' is seen mounted on the turret of the T-740 tank in the mission &amp;quot;Biolab,&amp;quot; though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission &amp;quot;Atlas;&amp;quot; presumably these tanks are the older T-600s mentioned in &amp;quot;Biolab.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|400px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
[[Image:CoDAW-GMG-1.jpg|thumb|none|600px|Two GMGs are visible on the turret side-structures of what is presumably a T-600 tank.]]&lt;br /&gt;
[[Image:CoDAW-GMG-2.jpg|thumb|none|600px|Later, while the characters who are allowed to talk during gameplay plot their escape from the Biolab, Mitchell takes a moment to use his futurescope to admire the GMG mounted on the T-740.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
&lt;br /&gt;
The [[GAU-19/A]] is also the basis of the mounted miniguns in the maps Bio Lab, Atlas Gorge and Kremlin, and of the sentry gun scorestreak as well. The two models appear to be based on the GAU-19-based &amp;quot;Death Machine&amp;quot; from Black Ops II; the sentry gun model is substantially reworked, with longer and more slender barrels.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-GAU19-1.jpg|thumb|none|600px|The player character in Exo Survival takes a look at the business end of her sentry gun's futuristic GAU-19/A.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;GAU-3/A&amp;quot; on the &amp;quot;XS1 Goliath&amp;quot; powered armor is based on the [[General Dynamics M197 Vulcan]]. In the singleplayer mission &amp;quot;Terminus&amp;quot; it has a realistic rate of fire, but in &amp;quot;Captured&amp;quot; and in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:CoDAW-M197-1.jpg|thumb|none|600px|While participating in ridiculous plan to infiltrate New Baghdad with two robot suits dangling from helicopters, Mitchell makes use of his futuristic M197.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
&lt;br /&gt;
The futuristic VTOL A-10 replacement used in the &amp;quot;bombing run&amp;quot; scorestreak and seen in several singleplayer missions mounts a [[General Electric GAU-8/A Avenger]] cannon under the nose.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in &amp;quot;Collapse&amp;quot; and &amp;quot;Armada.&amp;quot; The ships seem oddly apathetic about actually using them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Ghosts&amp;diff=1314205</id>
		<title>Call of Duty: Ghosts</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Ghosts&amp;diff=1314205"/>
		<updated>2019-12-10T16:15:57Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Browning Hi-Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cod ghosts boxart.jpg|300px|thumb|right|''Call of Duty: Ghosts'' (2013)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Ghosts''''' is a first person shooter developed by Infinity Ward, Sledgehammer Games and Neversoft and published by Activision for Playstation 3, Playstation 4, Xbox 360, Xbox One, Wii U and PC. ''Ghosts'' does not continue the story of previous ''Modern Warfare'' games, instead being set in the aftermath of an attack by an orbiting kinetic weapons platform which has crippled the United States, with the player taking on the role of a &amp;quot;Ghost&amp;quot; soldier, a member of a fictional elite unit created from the combined remnants of the US special operations forces. The game was released on November 5th, 2013.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms are seen in the videogame ''Call of Duty: Ghosts''''':&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta M9A1]] is a common starting weapon in singleplayer missions, and seems to be the standard sidearm for US forces. It is always shown with tritium illuminated sights, an accessory rail in front of the rear sight, and a mounted Inforce APL flashlight that has no in-game function. In Extinction mode it is incorrectly shown firing in bursts. It has an incorrect 12-round magazine by default (which is possible on the .40 S&amp;amp;W [[Beretta 96 pistol series|Beretta 96]] instead), but the extended magazine attachment and the Extinction variant give a somewhat correct 18-round capacity (18-round magazines do exist for the 92 series, but they are visibly larger than the one seen in-game). The top rail serves no purpose, since the M9A1 has no ability to accept sight attachments in-game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|thumb|none|400px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:CoDGhosts-M9-1.jpg|thumb|none|600px|Player character Logan Walker holds an M9A1 as he finds his way outside in &amp;quot;Brave New World&amp;quot; and looks over the hastily renamed Hollywod sign. Note that unlike previous Infinity Ward games, the hammer is now correctly cocked.]]&lt;br /&gt;
[[File:CODG M9A1 (1).jpg|thumb|none|600px|Feeling particularly [[Hard Boiled|hard-boiled]], he exacts revenge on a squad of Federation troops that gunned down some scavenging civilians. ]]&lt;br /&gt;
[[File:CODG M9A1 (2).jpg|thumb|none|600px|Hitting the M9A1's slide release on a dry reload.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
A [[Browning Hi-Power]] from [[Call of Duty: Black Ops 2]]is used by a co-pilot in the intro cutscene of the Extinction map &amp;quot;Exodus&amp;quot;, though the weapon is not available for use in-game.&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|400px|Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
&lt;br /&gt;
The pickup icon for the ''Modern Warfare 2'' [[Colt Anaconda]] can be seen on a poster in the multiplayer map &amp;quot;Octane.&amp;quot; The weapon itself does not appear anywhere in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt Anaconda HQ.jpg|thumb|400px|none|Colt Anaconda with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:CoDGhosts-Anaconda-1.jpg|thumb|600px|none|Presumably the gun owner has to stand in front of this poster and hold F.]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
&lt;br /&gt;
[[Flintlock Pistol]]s are dual-wielded by one of the ghost pirates of the &amp;quot;Ghostly Crew&amp;quot; field order reward, in the Invasion DLC map &amp;quot;Mutiny&amp;quot;. The weapon is not available to the player.&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
&lt;br /&gt;
The [[FN FNP-9]] is seen as the symbol for the perks &amp;quot;Ready Up&amp;quot; and &amp;quot;Quickdraw&amp;quot;, though the weapon itself does not appear in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP-9mm2Tone.jpg|thumb|none|400px|FNP-9 Pistol - 9x19mm]]&lt;br /&gt;
[[Image:Ready-up-quickdraw-cod-ghosts.jpg|thumb|none|240px|Ready Up (left) and Quickdraw (right)]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
&lt;br /&gt;
The [[MP-443 Grach]] appears in-game with a custom reverse two-tone finish, and uses incorrect 10 and 15 round magazines (10-round magazines are only available to the [[MP-446 Viking]] variant in reality) instead of the real 18-rounder. It is seen in the hands of Rorke in &amp;quot;Sin City&amp;quot; and used by enemies in &amp;quot;Severed Ties&amp;quot; and &amp;quot;The Ghost Killer.&amp;quot; In Extinction mode it is the last starting pistol that can be unlocked, and is incorrectly depicted as fully automatic. In the Squads mode Safeguard, a variation on ''Modern Warfare 3's'' Survival mode, it is the starting weapon, always equipped with an extended magazine (likely to match the capacity of the Five-Seven used in MW3's version of the mode). Unlike the M9A1, the hammer is never cocked back.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|400px|MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
[[Image:CoDGhosts-MP443-1.jpg|thumb|600px|none|Logan reloads his MP-443 in &amp;quot;Severed Ties,&amp;quot; wondering when &amp;quot;Impact&amp;quot; became a proper noun. Note that the safety is on.]]&lt;br /&gt;
[[File:CODG MP-443 (1).jpg|thumb|none|600px|Iron sights of the pistol.]]&lt;br /&gt;
[[File:CODG MP-443 (2).jpg|thumb|none|600px|Reloading a suppressed MP-443.]]&lt;br /&gt;
[[File:CODG MP-443 (3).jpg|thumb|none|600px|Rorke executes a prisoner with his MP-443. Note the disengaged safety on the third-person model.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226R]] is a common starting weapon in singleplayer, sometimes with a suppressor, and the default starting weapon in Extinction mode. It has a capacity of 14 rounds in multiplayer, which does not match any version of the P226 but is closest to the 15-round mags of the 9x19mm P226; in singleplayer and Extinction mode it holds 12 rounds per magazine, correct for the .40 S&amp;amp;W and .357 SIG versions. The hammer always remains in a half-cocked position, even though it should be fully cocked after the first shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|400px|SIG-Sauer P226R pistol - 9x19mm]]&lt;br /&gt;
[[Image:P226 model CoDG.jpg|thumb|401px|none|The game's P226 pistol model. Note the two mirrored cuts in the barrel, which are not present on the real-life pistol. Also note the bowdlerized &amp;quot;Sic Sohn&amp;quot; marking.]]&lt;br /&gt;
[[Image:CoDGhosts-P226-1.jpg|thumb|600px|none|Logan holds a P226 as an ill-conceived interrogation on a cargo plane's open ramp is interrupted by an even more ill-conceived rescue, all of which was apparently conceived straight from the infamous prologue sequence of [[Dark_Knight_Rises,_The#Heckler_.26_Koch_USP_Compact|The Dark Knight Rises]].]]&lt;br /&gt;
[[File:CODG P226 (1).jpg|thumb|none|600px|After surviving the skyjacking, Logan's SIG gains an Osprey suppressor and is paired with both a wrist mounted heartbeat sensor and tactical knife.]]&lt;br /&gt;
[[File:CODG P226 (2).jpg|thumb|none|600px|Releasing the slide. At least he is still able to shoot at men, after being thrown from a plane.]]&lt;br /&gt;
[[File:CODG P226 (3).jpg|thumb|none|600px|Elias aims a P226 at a Venezuelan soldier in the &amp;quot;Legends Never Die&amp;quot; flashback.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
A [[Springfield Armory Loaded 1911]] is seen holstered on John Price's multiplayer model from the Cpt. Price Legend Pack. It is not available for use in the game, though.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|400px|Springfield Armory Loaded M1911A1 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus Raging Bull]] appears in the game as the &amp;quot;.44 Magnum&amp;quot;, equipped with a top rail. Despite its name, the barrel marking clearly indicates that it is chambered in .454 Casull. The barrel also labels the weapon as a &amp;quot;Roaring Wolf,&amp;quot; presumably to avoid Taurus' trademark.&lt;br /&gt;
&lt;br /&gt;
It appears only once in the campaign, in the hands of villain Rorke; when Logan briefly has control of it, it is shown firing in double-action mode. In multiplayer and Extinction, it operates in single-action mode; it has a capacity of six shots, despite that a .454 Casull Raging Bull should only have five rounds in the cylinder, whereas the .44 Magnum version would correctly have six rounds. In Extinction mode, it is the first alternative starting weapon available, and unlocks at level 7. Also notable is that, when upgraded to level 2 in Extinction via skill points, the cylinder capacity is incorrectly changed to 9 rounds, which is impossible for any caliber variant of the Raging Bull (though 8-round cylinders exist). It can incorrectly be suppressed, as with the [[Taurus Raging Judge]] in ''[[Call of Duty: Black Ops II]]''.&lt;br /&gt;
&lt;br /&gt;
In multiplayer it can, rather pointlessly, be dual-wielded with ACOG scopes fitted to both weapons (as there is no way to aim dual-wielded weapons in the CoD series); getting a large number of kills with this setup unlocks a badge called &amp;quot;Clueless.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[Image:CoDGhosts-Taurus-1.jpg|thumb|600px|none|The player character in Extinction mode holds a Raging Bull as the match starts, a helpful officer explaining that humanity has yet to realize that a maximum of four people is not a good size for a world-saving task force. Then again, if it was good [[Call of Duty: World at War|enough]] [[Call of Duty: Black Ops|for]] [[Call of Duty: Black Ops II|Zombies]]...]]&lt;br /&gt;
[[File:CODG Raging Bull (1).jpg|thumb|none|600px|Aiming the Raging Bull.]]&lt;br /&gt;
[[File:CODG Raging Bull (2).jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:CODG Raging Bull (3).jpg|thumb|none|600px|Ejecting shells out of the cylinder.]]&lt;br /&gt;
[[File:CODG Raging Bull (6).jpg|thumb|none|600px|Tossing the speed loader away; note that the shell casing textures are part of its model even though it is empty.]]&lt;br /&gt;
[[File:CODG Raging Bull (4).jpg|thumb|none|600px|Pulling the hammer back after throwing out the speed loader. This only happens when reloading from empty. It is also physically impossible, as a revolver cannot be cocked while the cylinder is out of place, or be swung out with the hammer cocked.]]&lt;br /&gt;
[[File:CODG Raging Bull (5).jpg|thumb|none|600px|Closing the cylinder shut. When reloaded with the &amp;quot;Tactical Knife&amp;quot; attachament, it uses the same animations as the Colt Anaconda from the previous games.]]&lt;br /&gt;
&lt;br /&gt;
==VBR-Belgium PDW==&lt;br /&gt;
&lt;br /&gt;
The [[VBR-Belgium PDW]] machine pistol, referred to as the &amp;quot;PDW,&amp;quot; appears late in the campaign in the missions &amp;quot;Severed Ties&amp;quot; and &amp;quot;The Ghost Killer.&amp;quot; The standard VBR in multiplayer has a 12-round magazine and is incorrectly shown firing 3-round bursts, while the gold-plated variant available with the June 3rd patch gets a 20-round magazine and a correct fully-automatic fire mode. The singleplayer version is fully-automatic by default and has a 32-round magazine. While this ammo count would be possible with a 33-round Glock 18 magazine, the weapon is shown with a non-projecting magazine which would not have anything like this capacity; the model appears to be a 19-round Glock 18 magazine. For some reason, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vbr-b-compact.jpg|thumb|400px|none|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[Image:CoDGhost-VBRPDW-1.jpg|thumb|600px|none|Logan holds a VBR-Belgium PDW equipped with an ACOG scope after clearing out the control room in &amp;quot;Severed Ties.&amp;quot;]]&lt;br /&gt;
[[Image:CoDGhosts-VBRPDW-2.jpg|thumb|600px|none|Logan finishes up a reload of a different VBR with a red dot sight; note the magazine is ''much'' too small for the weapon's 32-round capacity.]]&lt;br /&gt;
[[File:CODG VBR (1).jpg|thumb|none|600px|Aiming the PDW. Note the weird aperture-sight like things along the sides of the rear sight.]]&lt;br /&gt;
[[File:CODG VBR (2).jpg|thumb|none|600px|Dumping out a magazine.]]&lt;br /&gt;
[[File:CODG VBR (3).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:CODG VBR (4).jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
The in-game SMG category also includes the X95 Flattop and Vepr, despite the fact that these are assault rifles.&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
&lt;br /&gt;
The [[Daewoo K7]], referred to as the &amp;quot;K7,&amp;quot; is an uncommon weapon in singleplayer, appearing in the missions &amp;quot;Sin City,&amp;quot; &amp;quot;Severed Ties&amp;quot; and &amp;quot;The Ghost Killer,&amp;quot; where Hesh also uses one. It is one of the weapons which features an integral suppressor, which in gameplay terms means it has one without the player having to give it the &amp;quot;silencer&amp;quot; attachment in multiplayer. Interestingly, the weapon features the same reloading action as the UMP-45 from previous games, but with a (obviously) different cocking action.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAEWOO K7.jpg|thumb|none|400px|Daewoo K7 - 9x19mm]]&lt;br /&gt;
[[Image:CoDGhosts-K7-1.jpg|600px|thumb|none|Logan reloads a K7 at the start of &amp;quot;Sin City;&amp;quot; note that this is one of the few weapons in the game to commit the classic FPS error of being shown with the safety on.]]&lt;br /&gt;
[[File:CODG K7 (1).jpg|thumb|none|600px|Iron sights of the K7 and the aftermath of a headshot.]]&lt;br /&gt;
[[File:CODG K7 (2).jpg|thumb|none|600px|Reloading an empty magazine into the K7. It appears to use 32-round Uzi mags.]]&lt;br /&gt;
[[File:CODG K7 (3).jpg|thumb|none|600px|Pulling the charging handle, although there doesn't appear to actually be a bolt modeled on that side of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] appears as the &amp;quot;Bizon&amp;quot;. It is another common weapon among Federation forces, but it is mostly seen in outdoor levels. Despite the receiver indicating the weapon is chambered in 9x18mm Makarov, the magazine only holds a paltry 36 rounds; even the &amp;quot;extended mags&amp;quot; attachment does not get this up to the correct 64, instead giving only 54 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:CoDGhosts-Bizon-1.jpg|600px|thumb|none|Following a series of unlikely events resulting in the destruction of a dam, one-off player character Elias holds a Bizon-2 with an ACOG optic as he skulks his way towards his objective.]]&lt;br /&gt;
[[File:CODG PP19 (1).jpg|thumb|none|600px|Logan reloads a PP-19 with a reflex sight.]]&lt;br /&gt;
[[File:CODG PP19 (2).jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:CODG PP19 (3).jpg|thumb|none|600px|Iron sights of the Bizon-2.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics CBJ-MS==&lt;br /&gt;
&lt;br /&gt;
The [[Saab Bofors Dynamics CBJ-MS]] is used by Federation forces, mostly during indoor levels. It has the highest rate of fire of any weapon in the game, but is otherwise fairly mediocre. It incorrectly holds 32 rounds in campaign and extinction, and 34 in multiplayer, instead of the real 30-round capacity. In multiplayer, it is described as having custom armor-piercing tungsten rounds, which, apart from the &amp;quot;custom&amp;quot; bit, is a reasonable description of the special saboted 6.5x25mm round the CBJ-MS can fire. Unlike the PM-9 from Modern Warfare 3, the character does hold the foregrip, although they only bother to hold it properly if the &amp;quot;Foregrip&amp;quot; attachment is added.&lt;br /&gt;
&lt;br /&gt;
[[Image:CBJ-MS.jpg|thumb|none|400px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[Image:CBJ-MS model CoDG.jpg|thumb|none|400px|The in-game CBJ-MS model. Note the Noveske flash hider and entirely useless flashlight.]]&lt;br /&gt;
[[Image:CoDGhosts-CBJ-1.jpg|600px|thumb|none|Logan holds a CBJ-MS as he celebrates his capture of the enemy's inexplicable indoor patio.]]&lt;br /&gt;
[[File:CODG CBJ-MS (1).jpg|thumb|none|600px|Reloading a stick magazine into the CBJ.]]&lt;br /&gt;
[[File:CODG CBJ-MS (2).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODG CBJ-MS (3).jpg|thumb|none|600px|Aiming a snow-camouflaged CBJ-MS.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
&lt;br /&gt;
Logan starts with a [[TDI Vector]] in &amp;quot;Federation Day&amp;quot; and &amp;quot;Severed Ties.&amp;quot; It is incorrectly referred to in-game as the &amp;quot;Vector CRB,&amp;quot; which is actually a civilian semi-automatic version with a 16-inch barrel sold in states that do not allow the shorter version due to SBR bans. The Vector is shown with a strobe light mounted above the barrel, only usable in &amp;quot;Federation Day,&amp;quot; and is fitted with a Magpul AFG by default. It has a correct 30-round magazine in singleplayer and Extinction, but incorrectly 32 rounds in multiplayer (48 with extended mags)&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:CoDGhosts-Vector-1.jpg|600px|thumb|none|Logan climbs down the outside of a building holding a suppressed TDI Vector in &amp;quot;Federation Day,&amp;quot; glad that the high-tech future does not include security cameras.]]&lt;br /&gt;
[[File:CODG Vector (1).jpg|thumb|none|600px|Reloading the Vector with its Glock 21 magazine fitted with the KRISS &amp;quot;25+&amp;quot; extension.]]&lt;br /&gt;
[[File:CODG Vector (2).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[Image:CoDGhosts-Vector-2.jpg|600px|thumb|none|Keegan and Hesh hold suppressed Vectors as the Ghost unit quickly determines the flaw in Rorke's plan to issue threats using an invincible television set.]]&lt;br /&gt;
[[File:CODG Vector (3).jpg|thumb|none|600px|Logan unfolds his Vector's stock after getting out of a helicopter in &amp;quot;Severed Ties&amp;quot;.]]&lt;br /&gt;
[[File:CODG Vector (4).jpg|thumb|none|600px|ADS of the Vector.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Gen 1 UTAS UTS-15==&lt;br /&gt;
&lt;br /&gt;
The [[UTAS UTS-15]] only appears in multiplayer and Extinction, and is referred to as the &amp;quot;Tac 12.&amp;quot; The version shown in the game is the initial &amp;quot;Gen 1&amp;quot; variant, with the notoriously fragile hooked tube selector the most obvious sign of this. The player character apparently only uses the left tube, since reload animations only show the player character loading the left tube. The tube selector is pointed partway to the right, which indicates feeding from the left tube, assuming it even feeds in this position. While only using the left tube means the weapon should only have a capacity of 6+1 rounds (since it appears to be firing 3&amp;quot; shells), the capacity in multiplayer is actually 10 rounds (15 with extended mags). In addition, the &amp;quot;windows&amp;quot; in the top of the tube magazines always show the weapon to be completely loaded with six shells visible on each side.&lt;br /&gt;
&lt;br /&gt;
[[Image:UTAS UTS-15.jpg|thumb|none|400px|Gen 1 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[Image:Tac 12 model CoDG.jpg|thumb|none|400px|The in-game UTAS UTS-15 model.]]&lt;br /&gt;
[[Image:CoDGhosts-UTS-1.jpg|thumb|none|600px|The player character in multiplayer holds a UTS-15 equipped with an EOTech optic and a foregrip; this is the multiplayer version, which replaces the switches on the side of the EOLAD-1V with a damage indicator display. Note six visible shells in the window at the top of the tube magazine and the tube selector pushed partway to the right.]]&lt;br /&gt;
[[File:CODG UTS-15 (1).jpg|thumb|none|600px|Aiming the UTS.]]&lt;br /&gt;
[[File:CODG UTS-15 (2).jpg|thumb|none|600px|Reloading the left magazine tube.]]&lt;br /&gt;
[[File:CODG UTS-15 (3).jpg|thumb|none|600px|Giving the pump a &amp;quot;necessary&amp;quot; jerk after reloading any amount of shells.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch FABARM FP6==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch FABARM FP6]], called the &amp;quot;FP6,&amp;quot; is not available to the player in the campaign; only Hesh carries one without the stock on his back, although he never uses it (similarly to Vasquez's Winchester 1200 in ''[[Call of Duty 4: Modern Warfare]]''). However, the FP6 is available in Extinction mode and multiplayer.&lt;br /&gt;
&lt;br /&gt;
The reload, interestingly, shows the player character's hand with the correct number of rounds in it to reload the tube, rather than being a cycled one-at-a-time animation as is common in games (though the pump is still always operated after reloading, even if the tube wasn't empty). Because of each of the weapon's five possible reload animations appear to be hard coded to one of the five possible magazine states at the start of the reload, it is impossible to interrupt the weapon's reloading animation by firing. For likely similar reasons, the FP6 doesn't have an &amp;quot;extended mags&amp;quot; attachment, even though the capacity of the real FP6 magazine tube can be extended from 5 to 7 shells.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fabarmgripstock.jpg|thumb|none|400px|FABARM Martial Ultrashort with collapsible stock - 12 gauge]]&lt;br /&gt;
[[Image:CoDGhosts-FP6-1.jpg|thumb|none|600px|The player character in Extinction mode holds a FABARM as a Cryptid admires his laser drill. The FABARM is one of the better weapons in Extinction, having good one-hit kills within the range that most Cryptids will attack.]]&lt;br /&gt;
[[File:CODG FABARM (1).jpg|thumb|none|600px|Aiming the FP6.]]&lt;br /&gt;
[[File:CODG FABARM (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODG FABARM (3).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Metal Storm MAUL==&lt;br /&gt;
&lt;br /&gt;
The semi-automatic [[Metal Storm Weapons#Metal Storm MAUL|Multi-shot Accessory Underbarrel Launcher]], or MAUL, referred to as the &amp;quot;Bulldog,&amp;quot; is sometimes seen in singleplayer in the hands of Federation soldiers. The Create-a-soldier icon showns it with two spare barrel/magazine tubes in the stock. It is also available in multiplayer as both a standalone weapon and an accessory for assault rifles, and can be found in the second area of Extinction mode. Only the standalone version in singleplayer has the correct capacity of 5 loads. In multiplayer and Extinction it has an incorrect capacity of 6 loads (9 with the &amp;quot;extended mags&amp;quot; attachment), and the underbarrel version available in multiplayer contains only 4.&lt;br /&gt;
&lt;br /&gt;
In a fairly obvious oversight by the developers, shotgun soldiers armed with MAULs will still be shown with holders for standard 12 gauge rounds attached to their webbing, even though they could not possibly be used by the MAUL.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAUL Shotgun.jpg|thumb|none|400px|MAUL shotgun in standalone configuration - 12 gauge preloaded barrel]]&lt;br /&gt;
[[Image:CoDGhosts-MAUL-2.jpg|thumb|600px|none|Logan holds a standalone MAUL in &amp;quot;No Man's Land&amp;quot; as he successfully secures the enemy's facilities.]]&lt;br /&gt;
[[Image:CoDGhosts-MAUL-1.jpg|thumb|600px|none|The player character in multiplayer reloads her MSBS assault rifle, equipped with an underbarrel MAUL. Unlike other ''Call of Duty'' games, there is no D-Pad selection; instead, an underbarrel weapon is fired using the grenade button.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
&lt;br /&gt;
During &amp;quot;No Man's Land,&amp;quot; Hesh picks up an [[MTs255]] shotgun from a table and places it on his back; he will occasionally use it at close range in any mission where he is present. It seems it was a family weapon since he comments he never thought he would see it again, but it is not particularly clear why attention is drawn to it since his possession of it is never important to the story. The MTs255 appears occasionally in the hands of enemies; it is fitted with ''Modern Warfare 3's'' bracket-mounted accessory rail and illuminated sights. It seems the developers did not actually know how the shotgun operates, since the cylinder latch is marked as if it is a safety, and the cylinder is instead operated by lifting a throw lever just ahead of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:MTs255.jpg|thumb|none|400px|MTs255 - 12 gauge]]&lt;br /&gt;
[[Image:CoDGhosts-MTs255-2.jpg|thumb|none|600px|Braving the rampant particle effects to discover their old family home, Logan and his brother Hesh (it's short for &amp;quot;David&amp;quot;) come across a MTs255 on a table, but are interrupted by a passing earthquake.]]&lt;br /&gt;
[[Image:CoDGhosts-MTs255-3.jpg|thumb|none|600px|While society was supposed to have collapsed, some parts are clearly still working on it.]]&lt;br /&gt;
[[Image:CoDGhosts-MTs255-1.jpg|thumb|none|600px|Logan holds an MTs255 with an EOTech EOLAD-1V sight as he makes his way through the Federation factory in &amp;quot;End of the Line,&amp;quot; which in spite of the name is not the last mission.]]&lt;br /&gt;
[[File:CODG MTs-225 (1).jpg|thumb|none|600px|The MTs-255 has a rather curious draw animation; apparently the stock has to be reattached whenever shotgun is acquired.]]&lt;br /&gt;
[[File:CODG MTs-225 (2).jpg|thumb|none|600px|Snapping the stock in place.]]&lt;br /&gt;
[[File:CODG MTs-225 (3).jpg|thumb|none|600px|Opening up the incorrect cylinder latch.]]&lt;br /&gt;
[[File:CODG MTs-225 (4).jpg|thumb|none|600px|Loading the cylinder.]]&lt;br /&gt;
[[File:CODG MTs-225 (5).jpg|thumb|none|600px|About to smack it closed.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
One thing to note is that the assault rifles and marksman rifles in the game can be used in 3-round burst mode via the &amp;quot;Burst Fire&amp;quot; attachment. However, this burst mode is incorrect for almost all rifles used in the game: the [[AK-12]] is the only one of them that has the 3-round burst option in reality. The real [[CZ 805 BREN]] has a burst setting, but it is 2-round burst instead of 3.&lt;br /&gt;
&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
&lt;br /&gt;
The [[AAC Honey Badger]] seems to be a standard weapon for the Ghost unit; the version shown is equipped with a custom charging handle and Magpul PMAGs. Like the K7, it is integrally suppressed, without the need for a suppressor attachment. It is first seen in the mission &amp;quot;Brave New World,&amp;quot; used by Logan and Hesh. One of the first weapons shown in previews, it repeats a common ''Call of Duty'' error in that it is shown with the safety on, one of the few weapons in this game to commit that error. It correctly holds 30 rounds per magazine in campaign and multiplayer, but erroneously 35 in Extinction.&lt;br /&gt;
&lt;br /&gt;
[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[Image:Honey Badger model CoDG.jpg|thumb|none|400px|The in-game Honey Badger model.]]&lt;br /&gt;
[[Image:CoDGhosts-HoneyBadger-1.jpg|600px|thumb|none|Logan holds a Honey Badger at the start of &amp;quot;Brave New World&amp;quot; as he and his brother make their way through an abandoned theater. Note that the charging handle has an extended safety tab similar to the one on the M4A1 in Modern Warfare 3.]]&lt;br /&gt;
[[File:CODG Honeybadger (1).jpg|thumb|none|600px|Extending the stock on the draw animation of the Honey Badger.]]&lt;br /&gt;
[[File:CODG Honeybadger (2).jpg|thumb|none|600px|Flinging a PMAG out of the Honey Badger.]]&lt;br /&gt;
[[File:CODG Honeybadger (3).jpg|thumb|none|600px|Holding up a new one.]]&lt;br /&gt;
[[File:CODG Honeybadger (4).jpg|thumb|none|600px|Pulling the fancy charging handle.]]&lt;br /&gt;
[[File:CODG Honeybadger (5).jpg|thumb|none|600px|Magpul MBUIS iron sights of the Honey Badger; the actual rear aperture has been removed and replaced by a rather meager &amp;quot;U&amp;quot; shape.]]&lt;br /&gt;
[[File:CODG Honeybadger (6).jpg|thumb|none|600px|When reloading with the &amp;quot;Sleight of Hand&amp;quot; perk, the bolt release is smacked instead of the charging handle being yanked.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Prototype==&lt;br /&gt;
&lt;br /&gt;
2013 prototype [[AK-12]] rifles (based on the canceled AK-200 derivative) are used by Federation troops, as a replacement for the series' long-running anachronistic use of AK-47s. The AK-12 has a 30-round magazine in singleplayer and multiplayer (which increases to 45 with the &amp;quot;extended mags&amp;quot; attachment), or 40 in Extinction mode. The reload animation is unusual; the player character rests the new magazine against the old, swaps them with the magazines held together, then quickly pulls the old magazine away and retains it instead of dropping it or throwing it like it's about to explode as is more usual for the series. &amp;quot;7.62x39mm&amp;quot; is written on the receiver, but the magazine model is that of the 5.45x39mm version.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-12 2013.jpg|thumb|none|400px|AK-12 - 5.45x39mm, 2013 prototype]]&lt;br /&gt;
[[Image:CoDGhosts-AK-1.jpg|600px|thumb|none|Reacting with disgust at Hesh and Logan's cowardly attempt to get the dog to breach a room for them, a group of Federation soldiers proceed to burst through the door, knee Hesh in the groin and breach the room themselves.]]&lt;br /&gt;
[[File:CODG AK12 (1).jpg|thumb|none|600px|Logan performs the tacticool reload with a pilfered AK-12.]]&lt;br /&gt;
[[File:CODG AK12 (2).jpg|thumb|none|600px|Inserting the fresh magazine.]]&lt;br /&gt;
[[File:CODG AK12 (3).jpg|thumb|none|600px|And tugs the left side charging handle if necessary.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
&lt;br /&gt;
The [[APS Underwater Assault Rifle]] is seen only in singleplayer, and is used by Logan at the very start of &amp;quot;Atlas Falls&amp;quot; and throughout the underwater mission &amp;quot;Into the Deep.&amp;quot; It is shown with a bracket accessory rail like the AK-47 in ''Modern Warfare 3'' which never mounts anything, and features an incorrect 30-round magazine, as opposed to the real weapon's 26. Enemy divers in the level also use APS rifles; the weapon is a little anachronistic since by 2026 it would almost certainly have been replaced by the more advanced ADS Amphibious Rifle, an [[A-91]] derivative that uses a dart round that can fit in a standard AK-74 magazine. It is also not clear how the North American Ghost Unit and the South American Federation frogmen came to be using Russian underwater rifles.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the weapon is never cocked after reloading an empty magazine. This is mechanically possible, since the APS is an open-bolt weapon, which means in it wouldn't need to be cocked if the user lets their finger off of the trigger on the last shot. The weapon also fires modelled projectiles rather than hitscan traces like the rest of the game's rifles; in-game, it is in fact noted that the weapon's projectiles are slower than a normal bullet. On the unrealistic side, the rate of fire is fixed at 400 rpm and it always has the same range: in reality, both range and rate of fire depend on the depth the APS is being used at.&lt;br /&gt;
&lt;br /&gt;
[[Image:APSunderwater.jpg|thumb|none|400px|APS Underwater Rifle - 5.6x39mm MPS]]&lt;br /&gt;
[[Image:CoDGhosts-APS-1.jpg|600px|thumb|none|Logan holds an APS during &amp;quot;Into the Deep,&amp;quot; though he doesn't seem to have gone that far into it all things considered. Note the bracket-mounted accessory rail.]]&lt;br /&gt;
[[Image:CoDGhosts-APS-2.jpg|600px|thumb|none|Firing; while it is correct for the APS to eject spent casings, these seem of the &amp;quot;too large&amp;quot; and &amp;quot;unfired&amp;quot; variety. The ejected brass effect also does not pay any attention to the gun model; if Logan moves to the right while firing, the casings will pass through the gun and come out of the left side. This is very common in shooters, but particularly obvious here due to the slow-moving brass effect.]]&lt;br /&gt;
[[File:CODG APS.jpg|thumb|none|600px|Reloading the APS.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] is referred to as the &amp;quot;ARX-160&amp;quot; in game. In singleplayer, it is only seen in the outer space mission &amp;quot;Loki,&amp;quot; where it incorrectly fires in 2-round bursts; in multiplayer it is correctly shown as fully automatic. Unlike the X95, it defaults to its white &amp;quot;OSA&amp;quot; space skin in multiplayer. The magazine features odd black-cased rounds with &amp;quot;CO2&amp;quot; printed on them, possibly implying they are filled with pressurized gas (despite the fact that such a round could hardly achieve any sort of lethal muzzle velocity, and that tests have shown standard ammunition is perfectly capable of firing in a vacuum), and the STANAG-style magazine is also labelled as 5.45x39mm. In multiplayer, it includes a remarkably hideous built-in laser sight and a vaguely defined ability to have reduced recoil for the first three rounds of every burst.&lt;br /&gt;
[[Image:ARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[Image:ARX-160 model CoDG.jpg|thumb|none|400px|The in-game ARX-160 model. Note that the end of the barrel has crudely designed textures which somewhat resemble a flash hider.]]&lt;br /&gt;
[[Image:Arx-160 ghosts.jpg|thumb|none|600px|ARX-160 developer model as seen in the developer trailer. Note the safety is on.]]&lt;br /&gt;
[[Image:CoDGhosts-ARX-1.jpg|thumb|600px|none|One-off character Sergeant Thompson holds an ARX-160 during the attack on the enemy space station in &amp;quot;Loki.&amp;quot; For some reason, the ARX-160 is the only weapon available during this level.]]&lt;br /&gt;
[[File:CoD Ghosts ARX reloading in space.jpg|thumb|600px|none|Thompson reloading his space ARX. Here the odd bullets can be seen. Also note the FN EGLM and incorrect &amp;quot;battery cover open&amp;quot; marking on the elevation adjustment cover of the ACOG scope.]]&lt;br /&gt;
[[File:CODG ARX-160 (1).jpg|thumb|none|600px|Draw animation of the ARX-160.]]&lt;br /&gt;
[[File:CODG ARX-160 (2).jpg|thumb|none|600px|The iron sights of the ARX; these appear to be a &amp;quot;space-ified&amp;quot; version of the Honey Badger's MBUIS.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
&lt;br /&gt;
The [[CZ 805 BREN]] is one of the more common assault rifles in the game, referred to as the &amp;quot;SA-805&amp;quot; (&amp;quot;SA&amp;quot; presumably being short for &amp;quot;samopal&amp;quot;, which is Czech (as is the rifle) for &amp;quot;submachine gun&amp;quot;; while this may seem odd, it is somewhat justified by the fact that the [[Vz. 58]] assault rifle (also Czech) is often designated this way). It appears to have been one of the first models made for ''Ghosts'', and is significantly less detailed than those made later; in particular, the weapon's lower features very &amp;quot;flat&amp;quot; seams. More bizarrely, if the weapon is fitted with any kind of optic, the 3D magazine release and fire selector will vanish, leaving only the &amp;quot;painted on&amp;quot; textures underneath them.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ805BRENA1 adjustablestock.jpg|thumb|none|400px|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:CoDGhosts-Bren-1.jpg|600px|thumb|none|Logan holds a CZ 805 BREN near the start of &amp;quot;Brave New World,&amp;quot; after dealing with its former owner.]]&lt;br /&gt;
[[File:COD CZ805 (1).jpg|thumb|none|600px|Iron sights of the CZ.]]&lt;br /&gt;
[[File:COD CZ805 (2).jpg|thumb|none|600px|Inserting a mag into a red-dot sight equipped BREN during a mid-magazine reload. Note the absent 3D components on the lower receiver...]]&lt;br /&gt;
[[File:COD CZ805 (3).jpg|thumb|none|600px|...while they reappear on this vanilla model. The empty reload has the character knock out the spent magazine with a fresh one.]]&lt;br /&gt;
[[File:COD CZ805 (4).jpg|thumb|none|600px|Logan pulls the charging handle on his CZ 805 during the mission &amp;quot;Clockwork&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Diseños Casanave SC-2010==&lt;br /&gt;
&lt;br /&gt;
The  [[FN FAL#Diseños Casanave SC-2010|SC-2010]], a Peruvian upgrade for the [[FN FAL]], is probably the most common Federation weapon in singleplayer, where it can be found with a variety of accessories in most missions. It is also available in multiplayer and is found in the first area of Extinction mode, where for some reason it is restricted to semi-automatic fire only and to a lower 24-round capacity compared to the 30-round capacity seen in campaign and multiplayer (the latter is still not appropriate, since the weapon model uses a 20-round magazine).&lt;br /&gt;
&lt;br /&gt;
[[File:SC-2010.jpg|thumb|none|400px|SC-2010 HPMWS with RIS foregrip and M68 Aimpoint red dot scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SC-2010 model CoDG.jpg|thumb|none|400px|The in-game SC-2010 model.]]&lt;br /&gt;
[[File:CoDGhosts-SC2010-1.jpg|600px|thumb|none|Logan sneaks through the jungle with a suppressed SC-2010 in &amp;quot;The Hunted.&amp;quot;]]&lt;br /&gt;
[[File:CODG SC-2010 (1).jpg|thumb|none|600px|ADS of the SC-2010.]]&lt;br /&gt;
[[File:CODG SC-2010 (2).jpg|thumb|none|600px|Performing a tactical reload with the new mag in hand; this is the &amp;quot;Sleight of Hand&amp;quot; animation.]]&lt;br /&gt;
[[File:CODG SC-2010 (3).jpg|thumb|none|600px|Letting the charging handle go on a full reload.]]&lt;br /&gt;
&lt;br /&gt;
== FAD ==&lt;br /&gt;
&lt;br /&gt;
The [[FAD Assault Rifle]] is one of the most common weapons among the Federation forces seen in singleplayer; it is redesigned from ''Modern Warfare 3'' with a non-slip style surface texture and less fiddly-looking iron sights, though these are less true to the sights of the real weapon as a result. It is shown, oddly, with a two-setting fire selector, while the real weapon has both semi and full auto modes; the in-game FAD is auto only. It has a correct capacity of 30 rounds in campaign, but an incorrect 42 one in multiplayer. On drawing the weapon, the player character flicks the safety off. Unlike ''Modern Warfare 3'', the character actually bothers to chamber a round after an empty reload.&lt;br /&gt;
&lt;br /&gt;
[[Image:I-i07-12-036fad-peru4.jpg|thumb|none|400px|FAD assault rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:FAD model CoDG.jpg|thumb|none|400px|The in-game FAD model.]]&lt;br /&gt;
[[Image:CoDGhosts-FAD-1.jpg|thumb|600px|none|During the flashback level &amp;quot;Legends Never Die,&amp;quot; Elias holds a FAD assault rifle.]]&lt;br /&gt;
[[File:CODG FAD (1).jpg|thumb|none|600px|Elias flips the safety off on the latest FAD he picked up.]]&lt;br /&gt;
[[File:CODG FAD (2).jpg|thumb|none|600px|Inserting a STANAG magazine into the FAD's left-canted magwell.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G28==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] in patrol configuration is referred to as the &amp;quot;MR-28,&amp;quot; combining the civilian designation &amp;quot;MR308&amp;quot; with the German military designation. It has a correct 20-round magazine in singleplayer, but an incorrect 24-round capacity in multiplayer (36 with Extended Mags), and in Extinction mode it is restricted to a meager 8 rounds per mag. The gun uses the exact same mid-magazine reload animation as the SCAR-H from Modern Warfare 2 (and the SCAR-L from Modern Warfare 3).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG28.jpg|thumb|none|400px|Heckler &amp;amp; Koch G28, patrol configuration - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:CoDGhosts-G28-1.jpg|thumb|600px|none|Logan holds a G28 at the start of &amp;quot;All or Nothing,&amp;quot; equipped with an ACOG optic. The G28 is never seen with its own distinctive scope during the campaign.]]&lt;br /&gt;
[[File:CODG G28 (1).jpg|thumb|none|600px|The draw animation of the G28 Patrol.]]&lt;br /&gt;
[[File:CODG G28 (2).jpg|thumb|none|600px|Using the base scope of the G28.]]&lt;br /&gt;
[[File:CODG G28 (3).jpg|thumb|none|600px|And aiming down its iron sights.]]&lt;br /&gt;
[[File:CODG G28 (4).jpg|thumb|none|600px|Reloading the G28.]]&lt;br /&gt;
[[File:CODG G28 (5).jpg|thumb|none|600px|Mashing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch M27 IAR ==&lt;br /&gt;
&lt;br /&gt;
The [[M27 IAR]], a variant of the HK416 used as a squad automatic weapon, appears with a fictional metal Beta C-Mag in the &amp;quot;light machine gun&amp;quot; category. The weapon model seems designed to look battered and poorly serviced; the fire selector is completely missing, the handguard is held on with plastic ties, and a section of the rear sight is gone if the weapon has iron sights, leaving a crescent-moon shape. Both this section of the rear sight and the front sight pin are missing if the weapon mounts optics. The model is always shown with a (useless) bipod and a MagPul AFG, regardless of whether the &amp;quot;foregrip&amp;quot; attachment is used or not.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|400px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm]]&lt;br /&gt;
[[Image:CoDGhosts-IAR-1.jpg|thumb|600px|none|Logan holds an M27 IAR as he makes his way through a stadium which the devastating orbital bombardment has turned into a level from a videogame. Note the cable ties around the handguard and missing top section of the folded-down rear sight.]]&lt;br /&gt;
[[File:CODG M27 IAR (1).jpg|thumb|none|600px|Logan acquires another IAR during the defense of Santa Monica; the draw animation has him rather dramatically yank the charging handle back.]]&lt;br /&gt;
[[File:CODG M27 IAR (2).jpg|thumb|none|600px|Aiming down the &amp;quot;crescent-moon&amp;quot; rear sight at a Russian Zubr hovercraft.]]&lt;br /&gt;
[[File:CODG M27 IAR (3).jpg|thumb|none|600px|Reloading the M27 IAR with a fresh fictional C-Mag after dumping the original. The C-Mag appears to incorrectly be made of stamped steel and its design more closely resembles two small RPK drums stuck together.]]&lt;br /&gt;
[[File:CODG M27 IAR (4).jpg|thumb|none|600px|Rather awkwardly thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
== IMBEL IA2 ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL#IMBEL IA2|IMBEL IA2]] is referred to as the &amp;quot;IA-2.&amp;quot; It is configured as a marksman rifle and is classified as such; it features a fixed stock instead of a folding stock, and is restricted to semi-automatic fire. It is one of Logan's starting weapons in &amp;quot;Federation Day&amp;quot;. It has a 10-round magazine size in singleplayer (which is relatively correct, as FAL 10-rounders seem to have existed prior to the game's release, though the weapon is always modeled with the much more common 20-round magazine), but a strange 18-round capacity in multiplayer (27 with Extended Mags) and a slightly incorrect 21 in Extinction.&lt;br /&gt;
&lt;br /&gt;
[[File:IMBEL IA2 762.jpg|thumb|none|400px|IMBEL IA2 7.62mm Prototype - 7.62x51mm]]&lt;br /&gt;
[[File:Imbelia2.jpg|thumb|none|400px|Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm. This image was made by the Small Arms Illustrated project.]]&lt;br /&gt;
[[Image:IA-2 model CoDG.jpg|thumb|none|400px|The in-game IMBEL IA2 model, note the polymer Thermold magazine.]]&lt;br /&gt;
[[Image:CoDGhosts-IA2-1.jpg|600px|thumb|none|Keegan strikes a dramatic pose with his suppressed IMBEL IA2 at the start of &amp;quot;Federation Day.&amp;quot;]]&lt;br /&gt;
[[File:CODG IA2 (1).jpg|thumb|none|600px|Flipping off the safety when equipping the IA2.]]&lt;br /&gt;
[[File:CODG IA2 (2).jpg|thumb|none|600px|Aiming at the Federation's inverted pentagon symbol with the rifle's unique Leupold CQ/T scope.]]&lt;br /&gt;
[[File:CODG IA2 (3).jpg|thumb|none|600px|Looking down the iron sights of another IMBEL rifle.]]&lt;br /&gt;
[[File:CODG IA2 (4).jpg|thumb|none|600px|Inserting the polymer magazine.]]&lt;br /&gt;
[[File:CODG IA2 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
== IWI X95 Flattop ==&lt;br /&gt;
&lt;br /&gt;
The [[IWI X95 Flattop]] appears in the singleplayer levels &amp;quot;Ghost Stories&amp;quot; and &amp;quot;The Hunted.&amp;quot; The markings on the receiver indicate that the weapon is chambered in 5.45x39mm, a modification originally developed for Ukrainian license-built TAR-series rifles manufactured by RPC Fort. It uses a STANAG-style magazine, though these are available for 5.45mm cartridges, so this is not necessarily an error.&lt;br /&gt;
&lt;br /&gt;
It is referred to as &amp;quot;MTAR-X&amp;quot; in-game, and is classified as a submachine gun; this classification would only be correct if it were modeled after the 9x19mm version, which has a straight and thinner magazine. In singleplayer it has a 32-round magazine, indeed only possible for the 9x19mm variant, while in multiplayer it has an even more incorrect 38-round magazine (57 with extended mags). In Extinction it has a 40-round magazine, or 60 with extended mags: while both capacities are available to the real assault rifle counterpart (at least in 5.56x45mm), it visibly still uses a 30-rounder.&lt;br /&gt;
&lt;br /&gt;
A variant called &amp;quot;MTAR-X2&amp;quot; appears during the outer space portion of the singleplayer level &amp;quot;Ghost Stories&amp;quot;. This variant fires in 3-round bursts (which is not possible on a real TAR-series rifle), and a has a special white skin.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|400px|IWI X95R with 13-inch barrel and tan body, designed for Ukraine, for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:GhostsX95-2.jpg|thumb|none|600px|A released image of the X95 Flattop shows that the new Sub-D technology does not help you to take the safety off.]]&lt;br /&gt;
[[Image:CoDGhosts-X95-1.jpg|thumb|none|600px|One-time character Baker holds an X95 Flattop during the introduction as America lives to regret cribbing national defense ideas from ''Moonraker''. This special white skin for the X95 is only seen in this level.]]&lt;br /&gt;
[[Image:CoDGhosts-X95-2.jpg|thumb|none|600px|Baker reloads his X95. Note the 5.45x39mm calibre label, which does not match the in-game designation as a submachine gun, and that the fire selector is now pointed ''below'' the safe position, while the thumb tab has been rotated 90 degrees in the wrong direction.]]&lt;br /&gt;
[[File:CODG X95 (1).jpg|thumb|none|600px|Aiming down the slightly convoluted iron sights of the X95.]]&lt;br /&gt;
[[File:CODG X95 (2).jpg|thumb|none|600px|Reloading; hitting the mag release.]]&lt;br /&gt;
[[File:CODG X95 (3).jpg|thumb|none|600px|Loading in a new magazine.]]&lt;br /&gt;
[[File:CODG X95 (4).jpg|thumb|none|600px|Charging the X95.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Maverick&amp;quot;==&lt;br /&gt;
The &amp;quot;Maverick&amp;quot; assault rifle and the &amp;quot;Maverick-A2&amp;quot; sniper rifle are two DLC weapons found in the Onslaught DLC. Their design is fictional, but is heavily inspired by the [[FN FAL]].&lt;br /&gt;
&lt;br /&gt;
[[File:CODG Maverick (1).jpg|thumb|none|600px|The Maverick in-game.]]&lt;br /&gt;
[[File:CODG Maverick (2).jpg|thumb|none|600px|The iron sights, modeled after the Diamond Integrated Sighting System. The rear doesn't actually employ its adjustable notches, which isn't really helpful.]]&lt;br /&gt;
[[File:CODG Maverick (3).jpg|thumb|none|600px|Throwing away a used PMAG.]]&lt;br /&gt;
[[File:CODG Maverick (4).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
[[File:CODG Maverick (5).jpg|thumb|none|600px|The Maverick-A2 in-game.]]&lt;br /&gt;
[[File:CODG Maverick (6).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODG Maverick (7).jpg|thumb|none|600px|Reloading with the 10-round PMAGs.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
&lt;br /&gt;
An [[M16A4]] is seen as the symbol for the perks &amp;quot;Reflex&amp;quot; and &amp;quot;Overkill&amp;quot;, though the weapon itself does not appear in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|400px|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:Reflex-overkill-cod-ghosts.jpg|thumb|none|240px|Reflex (left) and Overkill (right)]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0.2F1 Enhanced Battle Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the previous Modern Warfare series, this time referred to as &amp;quot;MK14 EBR&amp;quot;. It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags) and another incorrect 21 in Extinction. In any event, it is always modeled with a 20-round magazine.&lt;br /&gt;
&lt;br /&gt;
Oddly, it is the only one of the marksman rifles to actually mount its own scope in singleplayer; the three others all have an ACOG scope instead in their respective mission, while the Mk 14 Mod 0 gets its own scope in &amp;quot;Brave New World&amp;quot; and an ACOG like the others in &amp;quot;Homecoming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:CoDGhosts-Mk14Mod0-1.jpg|thumb|600px|none|Logan holds a Mk 14 Mod 0 as he takes a wrong turn and finds himself in ''[[Homefront]]'', while the positions of the HUD and weapon model conspire to make the weapon seem to have its name written on the rear of the receiver.]]&lt;br /&gt;
[[File:CODG EBR (1).jpg|thumb|none|600px|Aiming at some not-North Koreans with the EBR. Note that the area outside the scope is ''not'' magnified as much as the area inside: the next-gen versions of the game and the PC version feature dual-rendered scopes on some weapons.]]&lt;br /&gt;
[[File:CODG EBR (2).jpg|thumb|none|600px|Reloading; for some reason, the magazine is modeled extremely thinly in this game, unlike its predecessors.]]&lt;br /&gt;
[[File:CODG EBR (3).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:CODG EBR (4).jpg|thumb|none|600px|The iron sights of the Mark 14.]]&lt;br /&gt;
&lt;br /&gt;
== MSBS-5.56B Radon prototype==&lt;br /&gt;
&lt;br /&gt;
The [[MSBS Series|MSBS-5.56B Radon]], a bullpup version of a Polish-designed prototype next-gen modular rifle now called the GROT, is called the &amp;quot;MSBS.&amp;quot; By default it is stuck in 3-round burst mode, but full-automatic and semi-automatic modes are available as optional &amp;quot;attachments&amp;quot;. The fire selector on the weapon is always pointed to auto, possibly indicating the switch to burst fire as the default mode of operation was made after the weapon model was finished. The version shown in the game is based on a 3D printed design mock-up made in 2011, and is fitted with a Magpul AFG by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:MSBS-5,56.jpg|thumb|none|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]]&lt;br /&gt;
[[Image:MSBS Menu Icon CoDG.jpg|thumb|none|400px|The game's menu icon of the MSBS-5.56B.]]&lt;br /&gt;
[[Image:CoDGhosts-MSBS-1.jpg|thumb|600px|none|Logan holds an MSBS-5.56B during &amp;quot;All or Nothing&amp;quot; as some carrier crewmen hastily invent something else for him to remotely control.]]&lt;br /&gt;
[[File:CODG MSBS (1).jpg|thumb|none|600px|Loading a STANAG into the MSBS.]]&lt;br /&gt;
[[File:CODG MSBS (2).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
== Remington R5 RGP ==&lt;br /&gt;
&lt;br /&gt;
The [[Remington R5 RGP]] seems to be a service rifle for the US military and Ghost unit; it is a starting weapon for the Ghosts in &amp;quot;Legends Never Die&amp;quot; and &amp;quot;Atlas Falls,&amp;quot; and is used by US forces during &amp;quot;Homecoming.&amp;quot; Since no M4s or M16s are present in the game, it seems that in ''Ghosts''' future the R5 has replaced both weapons. It has a correct 30-round magazine in campaign but an incorrect 24-round one in multiplayer (36 with Extended Mags); in Extinction it holds 40 rounds, which is possible on the real weapon (albeit not with the magazine actually shown in the weapon).&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington R5 RGP.jpg|thumb|none|400px|Remington R5 RGP with Magpul PMag &amp;amp; CTR stock - 5.56x45mm]]&lt;br /&gt;
[[Image:CoDGhosts-R5-1.jpg|thumb|600px|none|Logan holds a Remington R5 in &amp;quot;Homecoming.&amp;quot;]]&lt;br /&gt;
[[File:CODG R5 (1).jpg|thumb|none|600px|The draw animation of another R5 as he approaches the burning building seen in the above screenshot.]]&lt;br /&gt;
[[File:CODG R5 (2).jpg|thumb|none|600px|Elias rather oddly slides the tan PMag into his Remington R5, while ignoring trigger discipline. At least his muzzle is pointed in a safe-ish direction, though...]]&lt;br /&gt;
[[File:CODG R5 (3).jpg|thumb|none|600px|Thumbing the bolt release; note his rather fashionable choice of only wearing one glove.]]&lt;br /&gt;
&lt;br /&gt;
== Vepr ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-74#Vepr|Vepr]] assault rifle, a Ukrainian bullpup AK, appears under its real name, but is incorrectly classified as a submachine gun. It is one of the first weapons available in Extinction mode, and one of the cheapest. In singleplayer it features a correct capacity of 30 rounds, while in Extinction mode this is incorrectly increased to 32 rounds, and to 42 rounds in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr scoped.jpg|thumb|none|400px|Vepr - 5.45x39mm]]&lt;br /&gt;
[[File:CoDGhosts-Vepr-1.jpg|thumb|600px|none|Vepr in hand, Logan takes a look at some classic ''Call of Duty'' reading material.]]&lt;br /&gt;
[[File:CODG Vepr (1).jpg|thumb|none|600px|Reloading an unscoped Vepr after massacring a room full of oil platform workers, part in parcel of the Ghosts' questionable plan to outdo the ''Exxon-Valdez'' and ''Deepwater Horizon'' oilspills by blowing up a Federation oil rig anchored in the Drake Passage.]]&lt;br /&gt;
[[File:CODG Vepr (2).jpg|thumb|none|600px|Pulling the tiny charging handle.]]&lt;br /&gt;
[[File:CODG Vepr (3).jpg|thumb|none|600px|Iron sights of the Vepr.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are now accompanied by a new &amp;quot;Marksman Rifle&amp;quot; category for lighter semi-automatic weapons, which are the Mk 14 Mod 0, G28, IMBEL IA2 and SVU. These four weapons have correct magazine capacities in campaign, but incorrect ones in multiplayer and Extinction; this was probably done to prevent an incomplete burst at the the end of the magazine when the &amp;quot;Burst Fire&amp;quot; attachment is used.&lt;br /&gt;
&lt;br /&gt;
== Gepard GM6 Lynx ==&lt;br /&gt;
&lt;br /&gt;
A [[Gepard anti-materiel rifle series|GM6 Lynx anti-materiel rifle]] simply called the &amp;quot;Lynx&amp;quot; is one of the game's sniper rifles, and is seen in singleplayer in the missions &amp;quot;Clockwork,&amp;quot; where a suppressed version is a starting weapon for Logan, and &amp;quot;End of the Line&amp;quot; where unsuppressed versions can be found in the factory. In multiplayer it is automatically equipped if the &amp;quot;Helo Scout&amp;quot; pointstreak is used. Like the FN Ballista in ''Black Ops 2'', it is shown fitted with a cant indicator; unlike in that game, the bubble in the cant indicator appears to be completely static, in particular staying oriented to the top of the weapon when it is tilted upwards to be reloaded. It has a correct 5-round magazine in singleplayer, but an incorrect 8-round capacity in multiplayer (12 with Extended Mags), and only 4 rounds when using the &amp;quot;Helo Scout&amp;quot; pointstreak. Interestingly, &amp;quot;Leopard GM6&amp;quot; can be seen written on the side of the weapon while reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[Image:CoDGhosts-Lynx-1.jpg|thumb|600px|none|Logan picks up a GM6 Lynx in &amp;quot;End of the Line,&amp;quot; wondering just why his enemies felt a titanic anti-materiel rifle was a good weapon to use indoors. Note the cant indicator sticking out just below the scope.]]&lt;br /&gt;
[[File:CODG GM6 (1).jpg|thumb|none|600px|Aiming the Lynx at a Federation sentry at the beginning of &amp;quot;Clockwork&amp;quot;.]]&lt;br /&gt;
[[File:CODG GM6 (2).jpg|thumb|none|600px|During the data vault hacking, Logan reloads his GM6 with some really pointy bullets, all while trying to avoid looking at Merrick's hindquarters.]]&lt;br /&gt;
[[File:CODG GM6 (3).jpg|thumb|none|600px|Similar to the Gepard GM6 in [[Far Cry 4]], the initial draw animation has the character extend the rifle's collapsible barrel, although in a less volatile way.]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] appears as the &amp;quot;L115&amp;quot;. This is a reference to either the British Army L115A1 or L115A3, however the game weapon matches neither of these as the L115A1 has a non folding stock and the L115A3 is configured with different accessories and has a tan stock. Furthermore, the weapon bizarrely combines a right handed stock and bolt (with non-standard spiral fluting) with a left handed receiver, which is a physical impossibility. It correctly holds 5 rounds in campaign and multiplayer, but incorrectly 8 in Extinction.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|400px|Accuracy International AWSM - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:CoDGhosts-AWM-1.jpg|thumb|600px|none|AWM in hand, Logan makes his way through the wasteland in &amp;quot;No Man's Land.&amp;quot; Note the taped scope and ballistic computer, which is used for the integrated &amp;quot;recoil compensator&amp;quot; attachment; precisely how a Barrett BORS ballistic computer is supposed to affect the weapon's recoil is not clear. The ballistic computer displays the .338 chambering.]]&lt;br /&gt;
[[File:CODG L115 (1).jpg|thumb|none|600px|Aiming down the nicely-dual rendered scope.]]&lt;br /&gt;
[[File:CODG L115 (2).jpg|thumb|none|600px|The draw animation shows off the folding stock of the AWM.]]&lt;br /&gt;
[[File:CODG L115 (3).jpg|thumb|none|600px|Reloading the &amp;quot;L115&amp;quot;, despite the left-handed receiver, it still ejects casings to the right.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 USR ==&lt;br /&gt;
&lt;br /&gt;
The USR (Urban Sniper Rifle) variant of the [[Remington Model 700]] appears only in multiplayer and Extinction. It is shown fitted with a cartridge holder on the left side of the receiver. It only holds 6 rounds per magazine in multiplayer (9 with Extended Mags) and 8 in Extinction, as opposed to the real one's 10-round mag.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington USR.jpg|thumb|none|400px|Remington 700 USR - .308 Winchester]]&lt;br /&gt;
[[Image:USR model CoDG.jpg|thumb|none|400px|The in-game USR model, note the JAE style grip and stock.]]&lt;br /&gt;
[[Image:CoDGhosts-USR-1.jpg|thumb|600px|none|The player character in multiplayer looks up with her USR, watching as a &amp;quot;Battle Hind&amp;quot; flies over. Like the AWM, the USR mounts a ballistic computer on its scope, which also indicates an integral &amp;quot;recoil compensator&amp;quot; attachment and displays &amp;quot;.338&amp;quot;. While some Remington 700 variants are indeed available in .338 Lapua Magnum, the real USR is currently only known to be chambered in .308 Winchester / 7.62x51mm NATO.]]&lt;br /&gt;
[[File:CODG R700 (1).jpg|thumb|none|600px|Looking at a warning with the R700 USR.]]&lt;br /&gt;
[[File:CODG R700 (2).jpg|thumb|none|600px|Operating the R700's bolt.]]&lt;br /&gt;
[[File:CODG R700 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
&lt;br /&gt;
The [[SVU Dragunov]] returns from Black Ops II, this time classified as a marksman rifle. It is referred to as &amp;quot;SVU&amp;quot; in-game; while it mounts a bipod, it is not the correct one for an SVU-AS, instead seemingly being a standard Harris bipod mounted on the front of the handguard. In singleplayer it only appears in the final level, &amp;quot;The Ghost Killer,&amp;quot; where it is fitted with an ACOG optic. Enemy snipers use SVUs with their standard scope in the level, but these ones cannot be picked up by the player.&lt;br /&gt;
&lt;br /&gt;
It has a correct 10-round magazine in singleplayer, but a strange 18-round capacity in multiplayer (27 with Extended Mags), and another incorrect 21 in Extinction. While the latter capacities would theoretically be possible using the extended 20 and 30 round magazines made for the SVU-A and SVU-AS, these were not produced in quantity, and the model shows a standard Dragunov 10-round magazine anyway.&lt;br /&gt;
&lt;br /&gt;
[[Image:Svu.jpg|thumb|none|400px|SVU Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDGhosts-SVU-1.jpg|thumb|600px|none|Making his way along the world's most visually busy train, Logan is thankful for his SVU.]]&lt;br /&gt;
[[File:CODG SVU (1).jpg|thumb|none|600px|A suppressed SVU in idle.]]&lt;br /&gt;
[[File:CODG SVU (2).jpg|thumb|none|600px|Aiming down the PSO-1 scope.]]&lt;br /&gt;
[[File:CODG SVU (3).jpg|thumb|none|600px|Iron sights of the SVU, although it is supposed to use raised sights in reality.]]&lt;br /&gt;
[[File:CODG SVU (5).jpg|thumb|none|600px|Inserting the magazine.]]&lt;br /&gt;
[[File:CODG SVU (4).jpg|thumb|none|600px|Charging the rifle.]]&lt;br /&gt;
&lt;br /&gt;
== VSSK Vychlop ==&lt;br /&gt;
&lt;br /&gt;
The [[VSSK Vychlop]] appears with its alternate name, the VKS. It incorrectly operates semi-automatically instead of being a straight-pull bolt-action. In singleplayer it only appears at the very end of the mission &amp;quot;Severed Ties.&amp;quot; It has a correct 5-round magazine in singleplayer, but an incorrect 10-round capacity in multiplayer and Extinction (15 with Extended Mags).&lt;br /&gt;
&lt;br /&gt;
[[Image:VSSK50.jpg|thumb|none|400px|VSSK Vychlop - 12.7x55mm]]&lt;br /&gt;
[[Image:CoDGhosts-VSSK-1.jpg|thumb|600px|none|While it would seem that some of the things in this room would not react well to bullets, in practice this only includes the enemies.]]&lt;br /&gt;
[[File:CODG VSSK (1).jpg|thumb|none|600px|Reloading the VSSK.]]&lt;br /&gt;
[[File:CODG VSSK (2).jpg|thumb|none|600px|Awkwardly pulling the bolt handle on an empty reload.]]&lt;br /&gt;
[[File:CODG VSSK (3).jpg|thumb|none|600px|The reload animation changes when using the &amp;quot;Sleight of Hand&amp;quot; perk; the character reloads the rifle with his right hand instead.]]&lt;br /&gt;
[[File:CODG VSSK (4).jpg|thumb|none|600px|Rechambering the Vychlop.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
A more realistic aspect compared to previous Call of Duty games is that reloading a belt-fed machine gun in ''Ghosts'' differs when the belt is empty or when it still has rounds in it, since the charging handle is only pulled after replacing an empty belt box. However, in a similar fashion to past Call of Duty games, the ammunition belt model does not accurately reflect rounds remaining. The exposed portion of the belt is a set model that, when running very low, will display more rounds in the belt then actually available to the player. The belt is still visible in reloading animations, even when all rounds have been expended. As a last note, and rather bizarrely, MGs can for the first time accept underbarrel attachments, meaning it's possible to use an MG with an underbarrel shotgun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Since the minigun is not included in it, the &amp;quot;light machine guns&amp;quot; category is for once accurately named, since there are no GPMGs in the game; however, since the M27 IAR is functionally an assault rifle with a large magazine, it is listed with the other assault rifles on this page.&lt;br /&gt;
&lt;br /&gt;
== CETME Ameli ==&lt;br /&gt;
&lt;br /&gt;
The [[MG42#CETME Ameli|CETME Ameli]] is one of the available machine guns, used by Federation forces in &amp;quot;Legends Never Die&amp;quot; and &amp;quot;All or Nothing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli Light Machine Gun - 5.56x45mm]]&lt;br /&gt;
[[Image:CodGhosts-Ameli-1.jpg|thumb|600px|none|Elias holds a CETME Ameli with a red dot sight during &amp;quot;Legends Never Die&amp;quot; as he encounters someone who was clearly not a legend.]]&lt;br /&gt;
[[File:CODG Ameli (1).jpg|thumb|none|600px|The fancy draw animation of the Ameli. The player characters will actually use the carry handle when equipping or unequipping the Ameli. Note also how the weapon is depicted with a vertical charging handle (like the [[MG42|MG42/MG3]], on which it was based); the real Ameli has a horizontal one.]]&lt;br /&gt;
[[File:CODG Ameli (2).jpg|thumb|none|600px|Aiming the CETME.]]&lt;br /&gt;
[[File:CODG Ameli (3).jpg|thumb|none|600px|Opening the top cover of the machine gun.]]&lt;br /&gt;
[[File:CODG Ameli (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:CODG Ameli (5).jpg|thumb|none|600px|Loading a fresh belt.]]&lt;br /&gt;
[[File:CODG Ameli (6).jpg|thumb|none|600px|Charging the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] appears as the &amp;quot;Minigun&amp;quot; in multiplayer and &amp;quot;Death Machine&amp;quot; in Extinction. In multiplayer it is available as the primary weapon for the Juggernaut Pointstreak and as a random special weapon from air deliverable ammo crates. The minigun starts with 255 rounds in a single belt and cannot be reloaded, but it is otherwise treated as a standard weapon. In Extinction mode, the minigun is an &amp;quot;Equalizer&amp;quot; option with only 100 rounds, and once activated cannot be reloaded or unequipped until the weapon is dry. In this mode it can be upgraded with skill points to a capacity of up to 200 rounds. The multiplayer version of the weapon fires at only 750 rounds per minute, only a fraction of the rate of fire of a real minigun, while in Extinction it fires at 1200 RPM. Furthermore, the handheld minigun in ''Ghosts'' is not spun up before being fired.&lt;br /&gt;
&lt;br /&gt;
Like the ''Black Ops II'' GAU-19, the ''Ghosts'' version tries to introduce an original variation on the now standard chainsaw grip, with a single overhead grip and the trigger shifted to the weapon's left side, resulting in a left-handed weapon. This is probably done so the player character's arm does not block the view of the weapon model. In contrast, the in-world model seems to be based on the ''T2'' configuration and features a centered trigger mechanism with a right-handed trigger.&lt;br /&gt;
&lt;br /&gt;
The weapon features several embellishments including a mounting rail on the left side of the Y-frame with a functionless device which appears to be a laser sight attached to it, a digital readout which appears to be an ammunition counter which is always stuck on 1,159, and additional clamps mounted around the lower sections of the barrels. The in-world model has an Echo1 Minigun Barrel Guard, which is actually an optional accessory for Airsoft miniguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm]]&lt;br /&gt;
[[Image:CoDGhosts-Minigun-1.jpg|thumb|600px|none|The player character in Safeguard mode holds a minigun; note the oddly shaped Y-frame and left-handed trigger grip. Seemingly, the player character has to control recoil by jamming the back of the weapon into their hip.]]&lt;br /&gt;
&lt;br /&gt;
==KAC ChainSAW==&lt;br /&gt;
&lt;br /&gt;
A [[Knight's Armament LMG]] with a KAC ChainSAW grip kit appears as the &amp;quot;Chain SAW;&amp;quot; in singleplayer, it appears only in the final level, &amp;quot;The Ghost Killer.&amp;quot; The weapon can only be fired from the hip and cannot equip any optics; using the aim button simply provides a slight zoom accompanied by a change in stance. The player character holds the foregrip low down rather than with their hand on top of it; like the minigun, this is probably to give a clearer view of the weapon model. In multiplayer it has a laser aiming module, but this is not present in any other mode.&lt;br /&gt;
&lt;br /&gt;
The underbarrel Spike's Tactical Havoc Launcher mounted on the weapon is unusable; equipping a grenade launcher will change the launcher model to an FN 40GL. Likely for balance reasons, the ChainSAW feeds from a non-standard 80-round belt in multiplayer (rather than 100 or 200 rounds), or 120 rounds if using the &amp;quot;extended mags&amp;quot; attachment. In campaign and Extinction mode however, it feeds from a correct 100-round belt.&lt;br /&gt;
&lt;br /&gt;
[[Image:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and Spike's Tactical 37mm “Havoc” flare launcher - 5.56x45mm NATO / 37mm]]&lt;br /&gt;
[[Image:Chain SAW model CoDG.jpg|thumb|none|400px|The game's KAC ChainsSAW model.]]&lt;br /&gt;
[[Image:CoDGhosts-ChainSAW-1.jpg|thumb|600px|none|Logan holds a ChainSAW as he witnesses the player character from the previous level having way more fun than him.]]&lt;br /&gt;
[[File:CODG ChainSAW (1).jpg|thumb|none|600px|Closing the tray cover on the ChainSAW.]]&lt;br /&gt;
[[File:CODG ChainSAW (2).jpg|thumb|none|600px|Pulling the charging handle. This is actually the initial draw animation, but the full reload shows this done basically off screen.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT==&lt;br /&gt;
&lt;br /&gt;
The [[LSAT]] light machine gun returns from ''Black Ops II'', this time with a more rugged, utlilitarian look that lacks the polymer cases and ammo counter on ammo box. It is occasionally seen in the hands of Federation soldiers in singleplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:LSAT.jpg|thumb|none|400px|AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[Image:CoDGhosts-LSAT-1.jpg|thumb|600px|none|Making his daring escape from an abandoned Las Vegas, Logan takes a moment to relieve a Federation soldier of his LSAT.]]&lt;br /&gt;
[[File:CODG LSAT.jpg|thumb|none|600px|Logan reloads an iron-sight equipped LSAT; for some reason, it uses an FN Minimi/M249 style rear sight.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
&lt;br /&gt;
The [[Carl Gustav recoilless rifle#Carl Gustav M3|Carl Gustav M3]] appears as a pointstreak, referred by its U.S. military designation, the &amp;quot;MAAWS&amp;quot;. The weapon is portrayed unrealistically in the game; first, it is incorrectly depicted as having two rockets loaded at the same time, fired semi-automatically. It is also equipped with a laser sight (replacing the real telescopic scope on the weapon model) that allows the user to manually guide the rockets to the desired location, a feature that the real weapon does not have. Furthermore, the rocket is loaded through the muzzle instead of the back of the weapon. In singleplayer, the launcher it is used by Logan against two enemy choppers in the mission &amp;quot;Brave New World.&amp;quot; In multiplayer, each rocket fired splits into two rockets. A reflex sight is present at the left side, under the laser emitter, but it is unusable; instead, the view is slightly zoomed in when aiming the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[Image:CoDGhosts-MAAWS-1.jpg|thumb|600px|none|During &amp;quot;Brave New World&amp;quot;, Logan finds himself wondering why someone would stick a Panzerfaust 3 rocket in the muzzle of a Carl Gustav.]]&lt;br /&gt;
[[File:CODG M3 MAAWS (1).jpg|thumb|none|600px|It's pretty handy for taking out the Federations light Eurocopters though.]]&lt;br /&gt;
[[File:CODG M3 MAAWS (2).jpg|thumb|none|600px|Most of the reload is done offscreen other than when the user first opens the lever for the blast cone.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
&lt;br /&gt;
The [[FN 40GL]] is used as the underbarrel grenade launcher for all assault rifles and light machine guns. It has no trigger, and on every weapon excluding the ARX-160 it is also missing the entire assembly that goes around the parent rifle's magazine well, and is incorrectly muzzle-loaded instead of breech-loaded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|400px|FN 40GL - 40mm]]&lt;br /&gt;
[[Image:ARX-160 FN 40GL CoDG.jpg|thumb|none|600px|The ARX-160 is the only weapon in-game to actually have the FN 40GL's entire assembly around the magazine, though it is only the case for the first-person model, and in both cases the launcher's trigger is still missing.]]&lt;br /&gt;
[[Image:CoDGhosts-40GL-1.jpg|thumb|none|600px|Luckily, Logan is too busy trying to eat a magazine to notice that his FN 40GL has no trigger.]]&lt;br /&gt;
[[File:CODG FN 40GL (1).jpg|thumb|none|600px|Stuffing a 40mm round down the muzzle of the 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==MGL Mk 1L==&lt;br /&gt;
&lt;br /&gt;
The [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] is called the &amp;quot;MK32,&amp;quot; and appears in singleplayer only in the mission &amp;quot;Struck Down.&amp;quot; In single player it fires remote-detonated &amp;quot;sticky&amp;quot; grenades at the start of &amp;quot;Struck Down,&amp;quot; and short-timed ones for the rest of the level. It cannot be reloaded except when all six rounds have been fired; the player character will then reload it two rounds at a time. In Extinction mode the weapon appears as an &amp;quot;Equalizer&amp;quot; option, where it fires normal impact rounds, but is sometimes referred to as 'War Machine' when equipped, the name that was used for it in ''Black Ops II''. It cannot be unequipped until all ammunition has been expended, in which case the weapon will be discarded. In multiplayer, the MGL appears as a standard secondary weapon under the launchers category. It functions differently in this mode, with a strange two-round burst mode and timed sticky grenades; these are ''hand'' grenades, since the weapon actually fires the fictional &amp;quot;Semtex Grenade&amp;quot; model from previous games. In multiplayer and extinction it is not fitted with any sights; the view is zoomed in when aiming.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:MGL Menu Icon CoDG.jpg|thumb|none|400px|The game's menu icon of the MGL.]]&lt;br /&gt;
[[Image:CoDGhosts-MGL-1.jpg|thumb|600px|none|Logan holds his MGL near the start of &amp;quot;Struck Down;&amp;quot; in this mission it is fitted with an EOTech sight, which was clearly not designed with this weapon in mind...]]&lt;br /&gt;
[[Image:CoDGhosts-MGL-2.jpg|thumb|600px|none|...since during a reload the left side ends up inside the the cylinder. The sight ''should'' actually rotate off to the side on the same axis as the cylinder when reloading though, which would avoid this.]]&lt;br /&gt;
[[File:CODG MGL (1).jpg|thumb|none|600px|Acquiring the MGL at the beginning of the mission, note the highlighter finish.]]&lt;br /&gt;
[[File:CODG MGL (2).jpg|thumb|none|600px|For some reason, Logan has to top it off with one last Semtex round.]]&lt;br /&gt;
[[File:CODG MGL (3).jpg|thumb|none|600px|Clicking the primer arms the round and activates the red ring around the rim.]]&lt;br /&gt;
[[File:CODG MGL (4).jpg|thumb|none|600px|The scopeless MGL in multiplayer.]]&lt;br /&gt;
[[File:CODG MGL (5).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3-IT==&lt;br /&gt;
&lt;br /&gt;
The [[Panzerfaust 3]]-IT, a version with a dual-mode HEAT warhead designed to defeat reactive armor, is simply referred to as the &amp;quot;Panzerfaust.&amp;quot; The rocket is marked as a much older DM-10 HEAT round rather than the dual-mode version shown.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pzf3-it600.jpg|thumb|none|400px|Panzerfaust 3-IT with Dynarange computerised sight and dual-mode warhead - 60mm]]&lt;br /&gt;
[[Image:CoDGhosts-Panzerfaust-1.jpg|thumb|600px|none|Overcome with paranoia, Logan points his M9A1 at a Panzerfaust 3-IT.]]&lt;br /&gt;
[[File:CODG Panzerfaust (1).jpg|thumb|none|600px|Logan aims a Panzerfaust 3 in the mission &amp;quot;Birds of Prey&amp;quot;.]]&lt;br /&gt;
[[File:CODG Panzerfaust (2).jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:CODG Panzerfaust (3).jpg|thumb|none|600px|Equipping a Panzerfaust in MP, showing off the details.]]&lt;br /&gt;
&lt;br /&gt;
==RGM-40 Kastet==&lt;br /&gt;
&lt;br /&gt;
The [[GP-series grenade launcher#RGM-40 Kastet|RGM-40 Kastet]] grenade launcher, a standalone version of the GP launcher series, is called the &amp;quot;Kastet;&amp;quot; it only appears in multiplayer and Extinction. It does not use its iron sights at all, instead simply being bought slightly closer to the middle of the screen. Like the [[GP-30]] from the ''Modern Warfare'' games, a western 40mm grenade stands in for the Russian caseless VOG-25 grenades used by the Kastet, and the launcher is still incorrectly flicked downwards to eject a nonexistent spent grenade casing (like all the previous COD games), with a full grenade model standing in for the nonexistent casing.&lt;br /&gt;
&lt;br /&gt;
[[Image:RGM Kastet.jpg|thumb|none|400px|RGM-40 Kastet - 40mm]]&lt;br /&gt;
[[Image:CoDGhosts-Kastet-1.jpg|thumb|600px|none|Obeying the graffiti bird, the player character in multiplayer holds her RGM-40 Kastet after firing a shot at a hugely threatening truck.]]&lt;br /&gt;
[[File:CODG Kastet (1).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the RGM-40; this doesn't do much help when in Hardcore mode.]]&lt;br /&gt;
[[File:CODG Kastet (2).jpg|thumb|none|600px|Dumping out an unfired 40mm cased round.]]&lt;br /&gt;
[[File:CODG Kastet (3).jpg|thumb|none|600px|Reloading another.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is seen in the game, but is not available to the player. It is used by Federation soldiers in the campaign mission &amp;quot;Struck Down&amp;quot;, where they use it from the stadium's stands against the Ghosts team when they are searching for Ajax. It is also used by an enemy in the final level &amp;quot;The Ghost Killer&amp;quot;, right before the confrontation with Rorke.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG-7 model CoDG.jpg|thumb|none|400px|The game's RPG-7 model.]]&lt;br /&gt;
[[Image:CODG RPG 01.jpg|thumb|none|600px|A group of Federation soldiers firing RPG-7s.]]&lt;br /&gt;
&lt;br /&gt;
==Spike's Tactical Havoc Launcher==&lt;br /&gt;
&lt;br /&gt;
The KAC ChainSAW by default mounts an unusable 12-inch [[Spike's Tactical Havoc Launcher]] under the barrel. The right-hand side cocking handle and safety markings have been mirrored to the left, but the rotatry safety catch itself is oddly absent. The text has been changed to say it is a 40mm launcher instead of 37mm; despite this, it cannot be used and if a grenade launcher attachment is mounted on the ChainSAW it will be replaced with an FN 40GL.&lt;br /&gt;
&lt;br /&gt;
[[Image:Spike Tactical Havoc 12 inch.jpg|thumb|none|400px|Spike's Tactical Havoc Launcher, 12&amp;quot; barrel - 37mm]]&lt;br /&gt;
[[Image:CoDGhosts-Havoc-1.jpg|thumb|600px|none|Logan reloads his ChainSAW, showing off the underbarrel Havoc launcher. Note the cocking handle on the wrong side, and the safety markings without the safety itself, making the cocking handle (which is purely a texture without a modeled handle) appear to be a safety catch.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
== AN/M14 incendiary grenade ==&lt;br /&gt;
&lt;br /&gt;
The [[AN/M14 incendiary grenade]] is available in multiplayer as the &amp;quot;Thermobaric Grenade&amp;quot; (which is entirely incorrect; AN/M14s are, rather obviously, incendiary, not thermobaric).&lt;br /&gt;
&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[Image:Thermobaric Grenade model CoDG.jpg|thumb|none|180px|The game's AN/M14 incendiary grenade model.]]&lt;br /&gt;
[[File:CODG ANM14.jpg|thumb|none|600px|Pulling the pin on an AN/M14 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== M18 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M18 smoke grenade]]s are often seen on NPCs, and can be selected by the player in multiplayer; they are also used to mark locations for &amp;quot;care package&amp;quot; rewards.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|140px|M18 smoke grenade]]&lt;br /&gt;
[[Image:Smoke Grenade Menu Icon CoDG.jpg|thumb|none|200px|In-game menu icon of the smoke grenade.]]&lt;br /&gt;
[[File:CODG M18.jpg|thumb|none|600px|About to throw a M18.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
&lt;br /&gt;
[[M18A1 Claymore]]s can be found in Extinction mode, where they replace the player character's lethal grenades if equipped. Fictional &amp;quot;Shockwave Claymores&amp;quot; are also used in the defense of the factory near the end of &amp;quot;Clockwork.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:CoDGhosts-Claymore-1.jpg|thumb|none|600px|The player character in Extinction locates a ghostly Claymore. Note the fictional motion-sensor detonator on top of the mine's detonator inputs.]]&lt;br /&gt;
&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The standard grenade in all modes is the [[M67 hand grenade]]; in singleplayer it is used by both factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|140px|M67 hand grenade]]&lt;br /&gt;
[[File:CODG M67.jpg|thumb|none|600px|Pulling the pin on a M67 frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
Ghost unit members generally carry [[M84 stun grenade]]s on their webbing, as do some Federation soldiers. M84s are not usable by the player; instead, they are replaced with a Rheinmetall &amp;quot;9-Bang&amp;quot; grenade with a fictional body. However, the fictional grenade still leaves a burned-out M84 body on the ground after detonating.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|140px|M84 stun grenade]]&lt;br /&gt;
[[Image:9-Bang Menu Icon CoDG.jpg|thumb|none|300px|The in-game fictional body of the 9-Bang.]]&lt;br /&gt;
[[File:CODG 9bang.jpg|thumb|none|600px|Twisting the top to arm the flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 7290 Flashbang Grenade ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;concussion grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]]. Merrick is shown with two of these grenades on the back of his belt, rather crudely marked as &amp;quot;flash in your pants&amp;quot; grenades.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:Concussion Grenade model CoDG.jpg|thumb|none|180px|The in-game flashbang grenade model]]&lt;br /&gt;
[[File:CODG M7290.jpg|thumb|none|600px|Preparing to toss a M7290 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== RDG-2 Smoke Grenade ==&lt;br /&gt;
&lt;br /&gt;
Seen on the uniforms of Federation troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:rdg2.jpg|thumb|none|300px|RDG-2 smoke grenade]]&lt;br /&gt;
[[File:CODG RDG-5.jpg|thumb|none|600px|An RDG-2 smoke grenade on the vest of a dead Venezuelan soldier. Note the two RGD-5 grenades also strapped next to it.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
During the flashback level &amp;quot;Legends Never Die,&amp;quot; General Almagro's soldiers carry [[RGD-5 hand grenade]]s on their chest rigs, though they still throw M67s.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|140px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CODG RDG-5.jpg|thumb|none|600px|Two RGD-5 grenades on the vest of a dead Venezuelan soldier. Apparently the Federation supplies its army mainly from Russia as evidenced by these grenades and the distinctive Russian uniforms, as with the real-world Venezuelan military.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
== Browning M2HB ==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2HB]]s are mounted on American M1A2 Abrams tanks and Maxxpro MRAPs during the campaign. Crates of dismantled M2s are also present in the Federation factory in &amp;quot;End of the Line;&amp;quot; this is odd, since no Federation vehicle mounts one.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== DShK ==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s are seen mounted on Federation GAZ-2975 trucks in several missions.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODG DShK.jpg|thumb|none|600px|Badger-Two zooms in on a DShK-eqiupped GAZ truck in &amp;quot;Severed Ties&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 TR ==&lt;br /&gt;
&lt;br /&gt;
A strange drone gun rig found in the mission &amp;quot;Clockwork&amp;quot; mounts a pair of [[FN P90 TR]]s. These appear to be the ''Modern Warfare 3'' P90 TR model with the iron sights removed; the rig is still essentially the same as the old drone minigun rig, and even makes the same firing sound. This marks the first non-WWII-based Infinity Ward game in the series not to feature the P90 as a useable weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - 5.7x28mm]]&lt;br /&gt;
[[Image:CoDGhosts-P90-1.jpg|thumb|600px|none|As his partner steals a reference to a game older than most of the people playing this one, Logan looks over the drone gun rig, attempting to determine who thought any aspect of this device was a good idea, or perhaps lamenting he wasn't there to save at least one of them from a fate surely worse than death itself.]]&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-17/A ==&lt;br /&gt;
&lt;br /&gt;
[[GE M134 Minigun#General Dynamics GAU-17.2FA|General Dynamics GAU-17/A]]s are used twice during the campaign, mounted on a truck in the mission &amp;quot;Clockwork&amp;quot; and on a helicopter during &amp;quot;Severed Ties.&amp;quot; Crates of them can also be found in the factory in &amp;quot;End of the Line.&amp;quot; GAU-17/As are also present throughout Extinction mode in fixed mountings which can be activated temporarily by spending money, with a limited ammunition count per activation. Oddly, the campaign uses the ''Modern Warfare 3'' GAU-17/A model, while Extinction mode uses the ancient ''Call of Duty 4'' model.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODG GAU-17.jpg|thumb|none|600px|Logan uses his mounted minigun to turn Federation soldiers holding a control room into swiss cheese after the game puts him in player control from Badger-Two in &amp;quot;Severed Ties&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== General Electric GAU-8/A Avenger ==&lt;br /&gt;
&lt;br /&gt;
[[General Electric GAU-8/A Avenger]]s are seen mounted on A-10 Thunderbolt II ground-attack aircraft in &amp;quot;Homecoming.&amp;quot; These aircraft are apparently retrofitted as drones, and at several points in the level Logan controls them remotely for strafing runs. In multiplayer the A-10 returns, bizarrely, as the &amp;quot;Air Superiority Fighter&amp;quot; pointstreak, despite being a ground-attack plane.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[Image:CoDGhosts-GAU8-1.jpg|thumb|none|600px|Logan witnesses one of many suicidal maneuvers by the &amp;quot;A-10 drones&amp;quot; during the mission &amp;quot;Homecoming.&amp;quot; These are simply the ''Modern Warfare 3'' A-10 model; while a drone version of the A-10, the UA-10D, has been discussed, concepts of it show the cockpit removed.]]&lt;br /&gt;
[[Image:CoDGhosts-GAU8-2.jpg|thumb|none|600px|As part of their attempts to prevent the Federation establishing the narrowest beachhead in history, the US forces hand Logan control of two A-10 drones, which apparently know precisely where Logan is but not what their main weapon is called. Note that both aircraft are shown fully loaded with missiles; despite this, they can only use their guns while under Logan's control.]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-30-1 ==&lt;br /&gt;
&lt;br /&gt;
At various points in the campaign MiG-29 fighters can be seen, presumably armed with [[Gryazev-Shipunov GSh-30-1]] guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-1 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-30-2 ==&lt;br /&gt;
&lt;br /&gt;
The same conglomerate of Mi-35M and Mi-24P seen in ''Modern Warfare 3'' and ''Black Ops II'' appears yet again, as a sinking nose section, during the mission &amp;quot;Into the Deep.&amp;quot; As ever, it is armed with both a chin-mounted [[Yakushev-Borzov Yak-B]] gatling gun and a [[Gryazev-Shipunov GSh-30-2|GSh-30-2]] twin gun on the side of the fuselage.&lt;br /&gt;
&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm]]&lt;br /&gt;
[[Image:GhostsSameOldHind-1.jpg|thumb|none|600px|As Logan swims for his life, he encounters the dreaded Ghost of Model Kits Past.]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-6-30 ==&lt;br /&gt;
&lt;br /&gt;
Russian surface ships can be seen armed with [[Gryazev-Shipunov GSh-6-30]] rotary guns in AK-630 installations.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-630.JPEG|thumb|none|400px|GSh-6-30 (AO-18) rotary gun in an AK-630 naval installation - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
&lt;br /&gt;
[[Heckler &amp;amp; Koch GMG]]s in remote weapon stations are seen mounted on the commander's hatches of most Abrams tanks that have commander's weapons. The player never takes control of one.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|400px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
[[Image:CoDGhosts-GMG-1.jpg|thumb|none|600px|Elias examines the curious armament choice of a friendly Abrams at the start of &amp;quot;Legends Never Die,&amp;quot; wondering how the tank got to Venezuela in the first place.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
The Federation's T-90MS main battle tanks usually mount a UDP T05BV-1 remote weapon station with a [[PK Machine Gun|PKT machine gun]] on the roof. This gun is not present on the lower-detail T-90s present in &amp;quot;Severed Ties,&amp;quot; presumably to save resources. These tanks also mount a coaxial PKT, though this is never used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDGhosts-PKT-1.jpg|thumb|none|600px|The player character in multiplayer holds her IMBEL IA2 as she admires the PKT in the remote weapon station of a T-90MS which someone carelessly left lying around in the multiplayer map &amp;quot;Overlord.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== KPV Heavy Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
[[KPV heavy machine gun]]s in ZPU-4 quad AA mountings are seen in &amp;quot;Birds of Prey.&amp;quot; The model appears to be the same one used in ''Black Ops'' and ''Black Ops II'', with new textures.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
&lt;br /&gt;
== M230 Chain Gun ==&lt;br /&gt;
&lt;br /&gt;
The [[M230 Chain Gun]] can be seen mounted on AH-64 Apache attack helicopters at various points in the campaign, including &amp;quot;Birds of Prey&amp;quot; where the player controls one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]]&lt;br /&gt;
&lt;br /&gt;
== M240C ==&lt;br /&gt;
&lt;br /&gt;
Abrams tanks can be seen mounting [[FN MAG#M240 Machine Gun|M240C]] machine guns coaxially; these are present on the M1A2 tanks seen in singleplayer and the multiplayer map &amp;quot;Overlord,&amp;quot; and on the M1A1s in the maps &amp;quot;Octane&amp;quot; and &amp;quot;Warhawk.&amp;quot; They are also present, for no obvious reason, on the strange defense guns mounted in casemates in &amp;quot;Homecoming.&amp;quot; In &amp;quot;Severed Ties&amp;quot; the player takes control of an Abrams, and can fire the M240C using the grenade button. M240Cs are presumably also the coaxial armament of the Sharpshooter turrets of the Federation's FNSS Pars APCs.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:CoDGhosts-M240C-1.jpg|thumb|none|600px|An Abrams drives past as Logan's Maxxpro MRAP stops at a checkpoint manned by a recycled Sergeant Foley.]]&lt;br /&gt;
[[Image:CoDGhosts-M240C-2.jpg|thumb|none|600px|During &amp;quot;Severed Ties&amp;quot; one of the player characters commands an Abrams, equipped with an M240C and for some reason a headlamp and towing eyelet on the turret. Note the faint bar on the far right of the HUD; this says &amp;quot;Patriot-XM11,&amp;quot; an incorrect reference to the XM1111 Mid-Range Munition, a guided 120mm round for the Abrams which was cancelled in 2009. Here it is shown as a command-guided weapon primarily useful against helicopters.]]&lt;br /&gt;
&lt;br /&gt;
== M242 Bushmaster Chaingun ==&lt;br /&gt;
&lt;br /&gt;
[[M242 Bushmaster chaingun]]s can be seen mounted on Federation APCs based on the Turkish FNSS Pars, which are seen throughout the campaign. &lt;br /&gt;
&lt;br /&gt;
The heavy machine gun seen in &amp;quot;Homecoming&amp;quot; and incorrectly referred to as a &amp;quot;minigun&amp;quot; in Extinction mode is based on the ATK LW25 cannon, a short-barrel M242 Bushmaster variant designed for mounting in remote weapon stations and certainly not for use on a tripod mounting. The version seen is shown fitted with spade grips, which would be an interesting way to destroy the bones in the operator's arms, but not a practical weapon system. This gun is also used in &amp;quot;Sentry Gun&amp;quot; rigs in multiplayer and Extinction, with a sensor unit added to the rig and a large muzzle brake fitted.&lt;br /&gt;
&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|400px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:LW25.jpg|thumb|none|400px|ATK LW25, a short-barrel M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:CoDGhosts-M242-1.jpg|thumb|none|600px|The player character in Extinction mode ponders the abomination in his hands and the abomination in front of him, and wonders if maybe the aliens are right.]]&lt;br /&gt;
&lt;br /&gt;
== M61 Vulcan ==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons in Block 1B Phalanx installations are mounted on the ''Gerald Ford''-class carrier CVN-81 USS ''Liberator'' in &amp;quot;All or Nothing,&amp;quot; and fire at Federation aircraft throughout the level. F-15 Eagle and F/A-18 Hornet fighters seen during various levels also presumably mount M61s, though they are never seen firing them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]&lt;br /&gt;
[[Image:CoDGhosts-Phalanx-1.jpg|thumb|none|600px|During a ''Modern Warfare 3''-style sequence of two fleets dramatically ignoring each other, one of the USS ''Liberator's'' Block 1B Phalanx guns opens fire on a group of Federation planes.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 19 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
[[Mk 19 grenade launcher|Mk 19 Grenade Launchers]] are used as line launchers in &amp;quot;Federation Day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:MK19-02.jpg|thumb|none|400px|Mk 19 grenade launcher with ammo box on M3 tripod - 40mm]]&lt;br /&gt;
[[Image:CoDGhosts-Mk19-1.jpg|thumb|none|600px|Keegan sets up his modified Mk 19 at the start of &amp;quot;Federation Day,&amp;quot; as the team prepares to capture an enemy HVT. Note that for some reason his night vision goggles are flipped down.]]&lt;br /&gt;
[[Image:CoDGhosts-Mk19-2.jpg|thumb|none|600px|&amp;quot;Well, that was easier than I thought it would be.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Mk 47 Mod 0 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
[[Mk 47 Mod 0 Grenade Launcher]]s are mounted on the truck used during the escape sequence in &amp;quot;Clockwork&amp;quot; and on the commander's hatch of the tank Badger One in &amp;quot;Severed Ties.&amp;quot; This appears to be a reworked version of the model used on the UGV in the level &amp;quot;Persona Non Grata&amp;quot; in ''Modern Warfare 3''. The version shown in &amp;quot;Severed Ties&amp;quot; very obviously has no belt and only mounts an empty box. A partly dismantled Mk 47 Mod 0 can be found on a bench in the multiplayer map &amp;quot;Sovereign,&amp;quot; a tank factory producing fictional &amp;quot;X-08 Selva Tigre&amp;quot; tanks which never appear in the actual game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk47-1.jpg|thumb|none|400px|Mk 47 Mod 0 &amp;quot;Striker 40&amp;quot; automatic grenade launcher - 40mm]]&lt;br /&gt;
[[Image:CoDGhosts-Mk47Mod0-1.jpg|thumb|none|600px|Menaced by a pair of &amp;quot;Battle Hinds,&amp;quot; the player character in &amp;quot;Severed Ties&amp;quot; is glad not loading his Mk 47 Mod 0 means it cannot run out of ammunition.]]&lt;br /&gt;
[[Image:CoDGhosts-Mk47Mod0-2.jpg|thumb|none|600px|In the multiplayer map &amp;quot;Sovereign,&amp;quot; the player character reloads her Taurus Raging Bull as she encounters the Federation's dastardly experiments in adding ammunition to a weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon GDF-007==&lt;br /&gt;
&lt;br /&gt;
Twin Oerlikon GDF-007 35mm gun installations can be seen in the levels &amp;quot;Brave New World&amp;quot; and &amp;quot;Homecoming,&amp;quot; being used to defend the US firebase in Los Angeles. The mounting used appears to be fictional.&lt;br /&gt;
&lt;br /&gt;
[[Image:GDF 007.jpg|thumb|none|400px|Oerlikon GDF-007 twin mount on trailer - 35mm]]&lt;br /&gt;
[[Image:CoDGhosts-GDF007-1.jpg|thumb|none|600px|Logan holds a Remington R5 as he watches a twin GDF-007 open fire on nothing in particular; note there is no effect for ejecting brass. Two more are visible on the tower cranes in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon Skyshield==&lt;br /&gt;
&lt;br /&gt;
In the level &amp;quot;Severed Ties,&amp;quot; the Federation's satellite uplink facility is protected by a series of Skyshield gun installations, referred to in the introduction as the German MANTIS variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Skyshield.jpg|thumb|none|400px|Oerlikon Skyshield battery with two guns - 35mm]]&lt;br /&gt;
[[Image:CoDGhosts-Skyshield-1.jpg|thumb|none|600px|The briefing to &amp;quot;Severed Ties&amp;quot; shows the five buildings with Skyshield guns protecting the Federation satellite uplink.]]&lt;br /&gt;
&lt;br /&gt;
== Shipunov 2A42 ==&lt;br /&gt;
&lt;br /&gt;
The crashed Mi-28N Havoc model from ''Modern Warfare 3'' sinks on top of Logan and Keegan after the Littoral Combat Ship is destroyed in &amp;quot;Into the Deep,&amp;quot; with the same neatly curved [[Shipunov 2A42]] chin gun visible. A Shipunov can also be seen mounted on a BTR-80A which drives past a checkpoint in &amp;quot;Clockwork.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:800px-Autocanon 2A42 on the Mi28N heli.JPG|thumb|none|400px|2А42 on Mi-28N helicopter - 30x165mm]]&lt;br /&gt;
[[Image:GhostsShipunov-1.jpg|thumb|none|600px|&amp;quot;Nowhere is safe from crashing helicopters! NOWHERE!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==SVD-M Dragunov==&lt;br /&gt;
&lt;br /&gt;
The ''Modern Warfare 3'' [[SVD Dragunov|SVD-M]] model appears in the mission &amp;quot;Struck Down,&amp;quot; fitted with a suppressor and mounted on a remote-controlled rig. The weapon's HUD incorrectly refers to it as a .50 cal, and the firing sound seems to have not been told it isn't one either (and neither has the surpressor, for that matter). It can assumed that the weapon was a placeholder, much like the UMP-45 and the M4A1, but was never replaced.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD-TigerCarbine.jpg‎|thumb|none|400px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDGhosts-SVD-1.jpg|thumb|600px|none|Keegan sets up the sniper rig at the start of &amp;quot;Struck Down.&amp;quot; Note that the mounting is pivoting in the wrong place, most likely caused by a misplaced rotator joint in the model.]]&lt;br /&gt;
[[Image:CoD Ghosts SVD misc1.jpg|thumb|none|600px|Somehow the Ghosts unit manages to squeeze this poor SVD full of .50 BMG and then make it remote controlled.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
The sinking Hind helicopter in &amp;quot;Into the Deep&amp;quot; is armed with a chin-mounted [[Yakushev-Borzov Yak-B]] four-barrel Gatling gun. Elsewhere in the game, &amp;quot;Battle Hind&amp;quot; helicopters are seen, a fictional coaxial-rotor design which is equipped with a set of oversized Yak-B barrels attached to the ammunition feed of the Shipunov 2A42 mounting for the South African &amp;quot;Super Hind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[Image:CoDGhosts-YakB-1.jpg|thumb|none|600px|Making his way through the jungle, Logan is ambushed by a pair of &amp;quot;Battle Hinds,&amp;quot; the one in the foreground showing off its mismounted Yak-B gatling gun.]]&lt;br /&gt;
[[Image:GhostsSameOldHind-1.jpg|thumb|none|600px|Logan continues to flee from the results of sinking a boat full of spare helicopters from the previous games.]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
The following weapons either appear in pre-release gameplay footage but not in-game, or are find only in game files.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
&lt;br /&gt;
A camouflaged [[UMP|Heckler &amp;amp; Koch UMP45]] was seen briefly in the behind the scenes trailer as the narration discusses the addition of sliding. This was ''[[Modern Warfare 3]]'' UMP model, fitted with a new EOTech EOLAD-1V reflex sight. This weapon does not appear in the final game, and was most likely a development placeholder for the K7, if only due to the surpressor and the K7's reload animation.&lt;br /&gt;
&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px| Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:GhostsUMP-1.jpg|600px|thumb|none|While continuing the ''Black Ops II'' tradition of infiltrating disused ''Crysis'' sets, the player character goes for a slide with his UMP.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M4A1]] model from ''Modern Warfare 3'' was seen several times in the behind the scenes trailer, with other shots showing the ''[[Modern Warfare 2]]'' model with a variation of the ARMS SIR rail system which had a carry handle gap between the top of the receiver and the rail. Neither appears in the final game, most likely replaced by either the Honey Badger or the Remington R5. However, one of the pseudo-Intel &amp;quot;Rorke Files&amp;quot; shows the aforementioned antagonist training with such weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|400px|Colt M4A1 Carbine with Aimpoint M68 red dot sight and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:GhostsM4-1.jpg|thumb|none|600px|The player character holds the ''Modern Warfare 3'' M4. While most likely a placeholder, ''Modern Warfare 3'' demonstrated this was no guarantee it would not end up in the final game.]]&lt;br /&gt;
[[Image:GhostsM4-3.jpg|thumb|none|600px|A different M4 can be seen on this soldier model.]]&lt;br /&gt;
[[Image:GhostsM4-4.jpg|thumb|none|600px|Some player character arms menace a soldier holding the ''Modern Warfare 2'' M4. As is series standard, his rifle has two left sides.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
&lt;br /&gt;
In early previews where the ''Modern Warfare 3'' M4 appeared as a placeholder, it was equipped with that game's Airsoft [[M203 grenade launcher]]. This weapon does not appear in the final game.&lt;br /&gt;
&lt;br /&gt;
[[Image:G&amp;amp;P M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard]]&lt;br /&gt;
[[Image:GhostsM4-2.jpg|thumb|none|600px|The ''MW3'' M4 with a fake M203, seen during a demonstration of the all-important levitating fish hurricane mechanics.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1313563</id>
		<title>The Man in the High Castle - Season 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1313563"/>
		<updated>2019-12-08T04:11:46Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Stechkin APS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Man in the High Castle - Season 4&lt;br /&gt;
|picture = TMITHC-S4.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director =   &lt;br /&gt;
|date= 2019&lt;br /&gt;
|language =  English&amp;lt;br&amp;gt;Japanese&amp;lt;br&amp;gt;German&lt;br /&gt;
|studio= Amazon Studios&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Juliana Crain&lt;br /&gt;
|actor1=[[Alexa Davalos]]&lt;br /&gt;
|character2= Obergruppenführer John Smith&lt;br /&gt;
|actor2=[[Rufus Sewell]]&lt;br /&gt;
|character3=Chief Inspector Kido&lt;br /&gt;
|actor3=[[Joel de la Fuente]]&lt;br /&gt;
|character4=Wyatt Price&lt;br /&gt;
|actor4=[[Jason O'Mara]]&lt;br /&gt;
|character5=Bell Mallory&lt;br /&gt;
|actor5=[[Frances Turner]]&lt;br /&gt;
|character6=Elijah&lt;br /&gt;
|actor6=[[Clé Bennett]]&lt;br /&gt;
|character7=&lt;br /&gt;
|actor7=[[]]&lt;br /&gt;
|character8=&lt;br /&gt;
|actor8=[[]]&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=[[]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|4|Man in the High Castle, The{{!}}The Man in the High Castle}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] pistol is used by resistance fighters throughout the series.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|300px|thumb|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-1.jpg|thumb|none|600px|Wyatt's resistance members prepare by hiding M1911s within their outfits in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-2.jpg|thumb|none|600px|A BCR member uses a suppressed M1911A1 pistol to silence a radio tent in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-3.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) prepares his M1911A1 by pulling the hammer back in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-M1911-4.jpg|thumb|none|600px|Wyatt and Jeremy ([[Glenn Ennis]]) fire their M1911A1s in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E10-M1911-1.jpg|thumb|none|600px|A resistance fighter holds down a sliding M1911A1 being moved by unusual magnetic forces in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is seen in the hands of Black Communist Rebellion members. It is possible that they might be standing-in for Norinco Type 59 pistols, as the BCR is said to have sourced most of their weapons from China in this universe's alternate history.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|250px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:TMITHC-S4E3-Makarov-1.jpg|thumb|none|600px|A BCR member uses a suppressed Makarov to eliminate a radio tent in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-Makarov-1.jpg|thumb|none|600px|Benji ([[Bzhaun Rhoden]]) holds his Makarov pistol up to Robert Childan in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
 &lt;br /&gt;
==Nambu Type 14==&lt;br /&gt;
Members of the Imperial Japanese Army and the Kempeitai, including Chief Inspector Takeshi Kido ([[Joel de la Fuente]]) as well as Corporal Toru Kido ([[Sen Mitsuji]]) carry the [[Nambu Type 14]] as their main sidearm.&lt;br /&gt;
[[Image:NambuType14Pistol.jpg|thumb|none|300px|Late Nambu Type 14 - 8x22mm Nambu.]]&lt;br /&gt;
[[File:TMITHC-S4E1-NambuType14-1.jpg|thumb|none|600px|Chief Inspector Kido ([[Joel de la Fuente]]) brandishes his Type 14 during a drive-by shooting in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_26.jpg |thumb|none|600px|A Type 14 is trained onto a suspect in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-NambuType14-3.jpg|thumb|none|600px|Corporal Toru Kido ([[Sen Mitsuji]]) with his Type 14 pistol.]]&lt;br /&gt;
[[File:TMITHC-S4E3-NambuType14-1.jpg|thumb|none|600px|A IJA bodyguard carries a Type 14 pistol as seen through a pair of binoculars in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E6-NambuType14-1.jpg|thumb|none|600px|Inspector Kido aims his Nambu Type 14 in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is seen used in a drive-by assassination and later recovered as evidence. Curiously, Captain Iijima identifies it as a &amp;quot;Chinese Type 54&amp;quot; which could be a misidentification of the real-life [[Norinco Type 54]] or since this is an alternate timeline, it ''could'' actually be an in-universe designation. In reality, there are no known Chinese copies of the APS pistol, licensed or otherwise.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-1.jpg|thumb|none|600px|A Stechkin APS stored in its wooden stock is discovered by Captain Iijima in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-2.jpg|thumb|none|600px|Chief Inspector Kido takes a closer look at the (fictional) Chinese manufacturing stamp in &amp;quot;Hexagram 64&amp;quot; (S4E01). The inscription literally says &amp;quot;Stechkin Pistol&amp;quot;, suggesting that Igor Yakovlevich Stechkin went to China.]]&lt;br /&gt;
[[File:TMITHC-S4E1-StechkinAPS-3.jpg|thumb|none|600px|Inspector Kido ([[Joel de la Fuente]]) pulls out the APS again from its stock/holster. Here we can see the signature adjustable rear sights more clearly in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-StechkinAPS-1.jpg|thumb|none|600px|Evidence photos includes a shot of the APS pistol with its magazine laid out in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
Bell Mallory ([[Frances Turner]]) carries a [[TT-33]] pistol as her personal sidearm throughout the season. Several other BCR members also carry TT-33 pistols.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-1.jpg|thumb|none|600px|Bell ([[Frances Turner]]) raises her TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-2.jpg|thumb|none|600px|Bell executes an IJA officer with her TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-TT33-3.jpg|thumb|none|600px|Benjy ([[Bzhaun Rhoden]]) holds up Robert Childan with his TT-33 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E5-TT33-1.jpg|thumb|none|600px|Benjy points his TT-33 at Childan again in &amp;quot;Mauvaise Foi&amp;quot; (S4E05).]]&lt;br /&gt;
[[File:TMITHC-S4E8-TT33-1.jpg|thumb|none|600px|Bell scans a dark hallway with her TT-33, in tandem with a flashlight in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08). Note the serious trigger discipline on her part.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] continues to be the default sidearm used by various police and military armed forces of the GNR.&lt;br /&gt;
[[Image:P38Black.jpg|thumb|none|300px|Walther P38 with black grips - 9x19mm]]&lt;br /&gt;
[[File:TMITHC-S4E1-P38-1.jpg|thumb|none|600px|In a flashback to the ending of Season 3, John Smith ([[Rufus Sewell]]) fires his P38 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_21.jpg |thumb|none|600px|A GNR soldier executes Resistance fighters with his P38 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-P38-1.jpg|thumb|none|600px|In a dream sequence, John Smith ([[Rufus Sewell]]) fires his P38 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
A [[Walther PP]] is seen in John Smith's officer desk drawer.&lt;br /&gt;
[[Image:Walther-PP-Post-War.jpg|300px|thumb|none|Post war Walther PP Pistol - .32 ACP.]]&lt;br /&gt;
[[File:TMITHC-S4E9-WaltherPP-1.jpg|thumb|none|600px|The Walther PP is seen in John's desk in &amp;quot;For Want of a Nail&amp;quot; (S4E09). It appears to be a full-length version instead of a PPK.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] sub-machine guns with curved magazines and slim forearms continue to serve the GNR as their primary sub-machine gun throughout the season.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3.]]&lt;br /&gt;
[[File:TMITHC-S4E1-MP5A3-1.jpg|thumb|none|600px|Two GNR agents carry their MP5A3s while guarding the farmstead in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_27.jpg |thumb|none|600px|Smith's bodyguards carry their MP5A3s in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-MP5A3-1.jpg|thumb|none|600px|GNR Border guards carry MP5A3s at the checkpoint in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E8-MP5A3-1.jpg|thumb|none|600px|SS prison security standing guard with their MP5A3s in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-1.jpg|thumb|none|600px|Smith's security detail carry MP5A3s while Major Tod ([[Ty Olsson]]) fires his MP5 one-handed in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-2.jpg|thumb|none|600px|John Smith ([[Rufus Sewell]]) picks up a MP5A3 to defend himself. Note the bit of snow covering the ejection port in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-3.jpg|thumb|none|600px|Smith returns fires with his MP5A3 in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-MP5A3-4.jpg|thumb|none|600px|A discarded MP5A3 on the forest floor while Juliana approaches it cautiously in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The American resistance fighters carry [[M1928A1 Thompson]]s.&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:TMITHC-S4E1-ThompsonM1928-1.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) runs for cover with his M1928A1 in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_13.jpg |thumb|none|600px|Wyatt fires his M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
==PPS-43==&lt;br /&gt;
Black Communist Rebellion members are seen using [[PPS-43]] as their standard issue submachine gun.  &lt;br /&gt;
[[Image:PPSh-43-Submachine-Gun.jpg|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:TMITHC-S4E3-PPS43-1.jpg|thumb|none|600px|BCR soldiers with their PPS-43s slung on their backs in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-PPS43-2.jpg|thumb|none|600px|Two BCR soldiers provide overwatch with their PPS-43s with slings attached to them in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-PPS43-1.jpg|thumb|none|600px|BCR members enter the holding room with PPS-43s in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E6-PPS43-1.jpg|thumb|none|600px|Wyatt picks and chooses from a variety of guns, including a PPS-43 in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E8-PPS43-1.jpg|thumb|none|600px|A BCR soldier trains his PPS-43 on Yakuza ''oyabun'' Okami as he casually makes his exit in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E10-PPS43-1.jpg|thumb|none|600px|A PPS-43 with its stock unfolded on Wyatt's back in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-PPS43-2.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) fires his PPS-43  in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The shorter length [[Arisaka Type 38]] Carbines are used frequently by Kempeitai and Imperial Japanese Army soldiers whenever they're not using the newer [[Howa Type 64]]. In several flashbacks, Toru Kido ([[Sen Mitsuji]]) is seen using a full-length Type 38 rifle with an attached Type 30 bayonet during his service in Manchuria.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arisaka Type38.jpg|thumb|400px|none|Arisaka Type 38 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:TMITHC-S4E1-Arisaka-1.jpg|thumb|none|600px|A Kempeitai soldier carries his Type 38 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_25.jpg |thumb|none|600px|Another Kempeitai soldier with his Type 38 Carbine at the back in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-Arisaka-1.jpg|thumb|none|600px|A Kempeitai soldier returns fire outside the auction house in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-4.jpg|thumb|none|600px|A Kempeitai firing squad assembles with shouldered Type 38 Carbines in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-5.jpg|thumb|none|600px|The firing squad turns on Kido's command with their carbines in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E7-Arisaka-1.jpg|thumb|none|600px|Kempeitai guards escort Kido and the Crown Princess of Japan in &amp;quot;No Masters But Ourselves&amp;quot; (S4E07).]]&lt;br /&gt;
[[Image:Type_38_rifle_and_Type_30_bayonet.jpg|thumb|450px|none|Arisaka Type 38 rifle with Type 30 bayonet - 6.5x50mmSR Arisaka.]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-1.jpg|thumb|none|600px|During a wartime flashback, Toru Kido ([[Sen Mitsuji]]) bayonet charges with his Arisaka Type 38 rifle in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-2.jpg|thumb|none|600px|Toru Kido in a narrow alleyway with the Type 38 rifle on one hand in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
[[File:TMITHC-S4E6-Arisaka-3.jpg|thumb|none|600px|The Type 30 bayonet is seen attached to the rifle while Toru Kido manhandles a Manchurian civilian in &amp;quot;All Serious Daring&amp;quot; (S4E06).]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is seen used by GNR and SS Honor Guards throughout the season.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:TMITHC-S4E9-Kar98k-1.jpg|thumb|none|600px|Several slain SS Honor Guards are strewn over the floor with their dropped Karbiner 98k rifles in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-Kar98k-1.jpg|thumb|none|600px|GNR guards seen outside the American War Room with their shouldered rifles in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are seen in the hands of resistance fighters throughout the show. The carbines are seen in a peculiar configuration; M1A1 paratrooper folding stocks with metal perforated heat shields and post-war adjustable sights.&lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[Image:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine]]&lt;br /&gt;
[[File:TMITHCS4E01_10.jpg |thumb|none|600px|Pablo with his M1A1 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-M1A1Carbine-2.jpg|thumb|none|600px|A female resistance fighter retreating with her M1A1 Carbine in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-M1A1Carbine-3.jpg|thumb|none|600px|Another M1A1 Carbine is seen in a BCR weapons stash. Note the AK magazines and spare boxes of .30-06 cartridges in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
An American Resistance member is seen using a [[M1 Garand]] during the defense of Denver.&lt;br /&gt;
[[Image:M1_Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:TMITHCS4E01_03.jpg |thumb|none|600px|An American Resistance member is seen using the [[M1 Garand]] in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Howa Type 64==&lt;br /&gt;
The [[Howa Type 64]] is seen with the Imperial Japanese Army, Navy and Kempeitai troops throughout the show, being more prominently featured as a replacement for their Arisaka bolt-action rifles.&lt;br /&gt;
The rifles used in the show are airsoft replicas made by S&amp;amp;T Armament, a Hong Kong-based airsoft manufacturer as the Type 64 and other post-war weapons are banned from export under Japanese law.&lt;br /&gt;
[[Image:Type 64 assault rifle.jpg|thumb|none|450px|Howa Type 64 rifle - 7.62x51mm]]&lt;br /&gt;
[[File:TMITHC-S4E3-HowaType64-1.jpg|thumb|none|600px|Several IJA guards as seen through a pair of binoculars salute with their Type 64 rifles in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-HowaType64-2.jpg|thumb|none|600px|A Kempeitai soldier secures the entrance of the auction house with his Type 64 in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E4-HowaType64-1.jpg|thumb|none|600px|IJN Marines stand guard outside the Admiral's office with Type 64s in &amp;quot;Happy Trails&amp;quot; (S4E04).]]&lt;br /&gt;
[[File:TMITHC-S4E5-HowaType64-1.jpg|thumb|none|600px|A Kempeitai agent fires his Type 64 at a fleeing vehicle in &amp;quot;Mauvaise Foi&amp;quot; (S4E05).]]&lt;br /&gt;
[[File:TMITHC-S4E7-HowaType64-1.jpg|thumb|none|600px|IJA soldiers enter the office with raised Type 64 rifles in &amp;quot;No Masters But Ourselves&amp;quot; (S4E07).]]&lt;br /&gt;
[[File:TMITHC-S4E9-HowaType64-1.jpg|thumb|none|600px|An IJN sailor oversees the evacuation with a Type 64 in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-HowaType64-1.jpg|thumb|none|600px|Captured Type 64 rifles are seen wielded by BCR and American Resistance members in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[H&amp;amp;K G3]] continues to be seen as the standard service rifle for Greater Nazi Reich soldiers.&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:TMITHC-S4E1-HKG3-1.jpg|thumb|none|600px|Two SS soldiers partol the site, with the left one carrying his HK G3A3 rifle in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E3-MP5A3-1.jpg|thumb|none|600px|K-9 handlers (dressed in black) at the GNR border carry HK G3A3s in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Norinco Type 56/-1==&lt;br /&gt;
Several Black Communist Rebellion members are seen using [[Norinco Type 56]]-1 rifles with folding stocks. Chief Inspector Kido ([[Joel de la Fuente]]) is seen using one with fixed stock after commandeering it from a resistance member. The existence of the Avtomat Kalashnikova-series of rifles is explained by them acquiring Chinese copies smuggled overseas, with the implication that Kalashnikov rifles are somehow still in full production despite the defeat of the USSR in the current alternate universe.&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E1-NorType56-1.jpg|thumb|none|600px|Bell Mallory ([[Frances Turner]]) pulls out a field-stripped Norinco Type-56-1 rifle from a smuggler's stash in &amp;quot;Hexagram 64&amp;quot; (S4E01). It can be identified as a Norinco rifle by its hooded front sight.]]&lt;br /&gt;
[[File:TMITHC-S4E1-NorType56-2.jpg|thumb|none|600px|She re-assembles her Type 56 by inserting the bolt carrier and recoil spring before closing it up with the dust cover.]]&lt;br /&gt;
[[File:TMITHCS4E01_23.jpg |thumb|none|600px|Elijah ([[Clé Bennett]]) assembling his own Type-56-1 assault rifle.]]&lt;br /&gt;
[[Image:M22.jpg|thumb|none|450px|Norinco Type 56, milled receiver without the under-folding (&amp;quot;pig sticker&amp;quot;) bayonet - 7.62x39mm.]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType56-1.jpg|thumb|none|600px|Inspector Kido ([[Joel de la Fuente]]) carries a Type 56 rifle left-handed in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType56-2.jpg|thumb|none|600px|After barging into the club unannounced, Kido aims his Type 56 rifle in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 84S-1==&lt;br /&gt;
Fighters from the BCR and later, the American Resistance are seen using [[Norinco Type 84S]]-1 assault rifles with underfolding stocks as their main service rifle. While the characters in-universe remark about their origin being from China is correct, the appearance of these rifles is still highly anachronistic as the 84S was manufactured in the 80s for export purposes.&lt;br /&gt;
[[Image:NorincoType84SFolder.jpg|thumb|none|450px|Norinco Type 84S-1 Underfolder Model with 16&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:TMITHC-S4E2-NorType84-1.jpg|thumb|none|600px|Wyatt and Jeremy prepare their smuggled Type 84S-1 rifles in &amp;quot;Every Door Out...&amp;quot; (S4E02).]]&lt;br /&gt;
[[File:TMITHC-S4E3-NorType84-1.jpg|thumb|none|600px|Wyatt Price ([[Jason O'Mara]]) hands a Type 84S-1 rifle to another resistance member in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-NorType84-2.jpg|thumb|none|600px|Several Type 84S-1 rifles are laid out neatly on serving trays before being loosely covered by cloth in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E8-NorType84-1.jpg|thumb|none|600px|A BCR soldier carries his Type 84S-1 with the stock folded in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E8-NorType84-2.jpg|thumb|none|600px|Eijah ([[Clé Bennett]]) carries his Type 84S-1 with a flashlight on his grip-arm while scanning a hallway in &amp;quot;Hitler Has Only Got One Ball&amp;quot; (S4E08).]]&lt;br /&gt;
[[File:TMITHC-S4E9-NorType84-1.jpg|thumb|none|600px|Two Type 84S-1 rifles set aside a bed in &amp;quot;For Want of a Nail&amp;quot; (S4E09).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType84-1.jpg|thumb|none|600px|Bell Mallory ([[Frances Turner]]) and several other resistance fighters carry Type 84S-1 rifles as they take up defensive positions in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
[[File:TMITHC-S4E10-NorType84-2.jpg|thumb|none|600px|Bell sets aside her Type 84S-1 on a sandbag position, with additional magazines piled next to it in &amp;quot;Fire from the Gods&amp;quot; (S4E10).]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M70==&lt;br /&gt;
An [[Zastava M70]] assault rifle is seen used later in the season. Curiously they seem to be fitted with the original [[AK-47]] muzzle brake.&lt;br /&gt;
[[Image:Zastava_M70B1.jpg|thumb|none|450px|Zastava M70B1 fixed stock rifle - 7.62x39mm]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-1.jpg|thumb|none|600px|Juliana Crain ([[Alexa Davalos]]) aims and fires her Zastava M70 assault rifle in &amp;quot;Fire from the Gods&amp;quot; (S4E10). The three-vent holdes of the Zastava handguard can be seen here.]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-2.jpg|thumb|none|600px|Juliana scans the forest with her Zastava M70. The grenade launcher sights unique to Zastava can be seen on the top of the handguard.]]&lt;br /&gt;
[[File:TMITHC-S4E10-ZastavaM70-3.jpg|thumb|none|600px|The left side of the M70 is seen here, with the sling featured prominently.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
BCR snipers use [[SVD Dragunov]]s during the auction house operation.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov sniper rifle - 7.62x54mm]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-1.jpg|thumb|none|600px|A BCR member loads a SVD Dragunov into the van in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-2.jpg|thumb|none|600px|The front end of several SVDs can bee seen on the table on the bottom left in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-3.jpg|thumb|none|600px|The BCR sniper sights his SVD though the van's ventilation grate in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
[[File:TMITHC-S4E3-SVD-4.jpg|thumb|none|600px|A close-up on the SVD's receiver. Note the rubber cheek pad on the stock in &amp;quot;The Box&amp;quot; (S4E03).]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1912==&lt;br /&gt;
Captain Iijima ([[Rich Ting]]) uses a [[Winchester Model 1912]], the Kempeitai apparently having adopted it as their standard-issue shotgun while operating in the Pacific States.&lt;br /&gt;
[[Image:WinchesterModel12Riot.jpg|thumb|none|400px|Winchester Model 1912 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:TMITHC-S4E1-Model1912-1.jpg|thumb|none|600px|Captain Iijima ([[Rich Ting]]) holds his Model 1912 on a suspect in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHCS4E01_26.jpg |thumb|none|600px|A [[Winchester Model 1912]] in the back by another Kempeitai soldier in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
[[File:TMITHC-S4E1-Model1912-2.jpg|thumb|none|600px|The Kempeitai soldier returns the Model 1912 to Captain Iijima in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The [[Browning M2]] is seen used by American Resistance forces and the Imperial Japanese Army.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|450px|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TMITHCS4E01_11.jpg |thumb|none|600px|An American Resistance member is seen using a [[Browning M2]] in &amp;quot;Hexagram 64&amp;quot; (S4E01).]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
A [[DShK]] is seen mounted on a Imperial Japanese border patrol vehicle, and later mounted in street barricades in San Francisco. Greater Nazi Reich T-54 MBTs are seen in background shots with mounted DShKs as well.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT]] is seen with GNR security forces in BRDM-2s and a BTR-80, doubling as GNR military armored vehicles.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun with carry handle - 14.5x114mm]] &lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
In archival footage of the escalating situation in Vietnam, an American helicopter door gunner is seen using a [[M60 Machine Gun]].&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
A shielded [[MG42]] is seen mounted on the commander's hatch of a Centurion MBT standing in for a GNR &amp;quot;Panzer&amp;quot;.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:TMITHCS4E01_18.jpg |thumb|none|600px|Mounted MG42 machine guns are seen mounted on a GNR &amp;quot;Panzer&amp;quot; in &amp;quot;Hexagram 64&amp;quot; (S4E01). The Nazi Centurion appears to have the turret side compartments and mud-guards removed, but with improvised sandbag 'armour' occupying the upper-front plate.]]&lt;br /&gt;
&lt;br /&gt;
==PKM Machine Gun==&lt;br /&gt;
A [[PKM Machine Gun]] is seen used by Lemuel Washington ([[Rick Worthy]]).&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|450px|PKM with latest version of flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==RPD Machine Gun==&lt;br /&gt;
A [[RPD]] LMG is seen used by Eijah ([[Clé Bennett]]) in &amp;quot;Fire from the Gods&amp;quot; (S4E10).&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Several [[RPG-7]] rocket launchers are seen primarily in BCR inventories.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
A GNR bullet train is seen with several point-defence weapons, including a topside turret with dual mounted machine guns as well as what appears to be [[M61 Vulcan]] miniguns mounted in a peculiar forward-facing configuration.&lt;br /&gt;
[[Image:M61 Vulcan machine gun.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Philip K. Dick]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Ridley Scott]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1312541</id>
		<title>The Man in the High Castle - Season 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1312541"/>
		<updated>2019-12-04T14:21:28Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Man in the High Castle - Season 4&lt;br /&gt;
|picture = TMITHC-S4.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director =   &lt;br /&gt;
|date= 2019&lt;br /&gt;
|language =  English&amp;lt;br&amp;gt;Japanese&lt;br /&gt;
|studio= Amazon Studios&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Joe Blake&lt;br /&gt;
|actor1=[[Luke Kleintank]]&lt;br /&gt;
|character2=Juliana Crain&lt;br /&gt;
|actor2=[[Alexa Davalos]]&lt;br /&gt;
|character3=Frank Frink&lt;br /&gt;
|actor3=[[Rupert Evans]]&lt;br /&gt;
|character4= Obergruppenführer John Smith&lt;br /&gt;
|actor4=[[Rufus Sewell]]&lt;br /&gt;
|character5=Chief Inspector Kido&lt;br /&gt;
|actor5=[[Joel de la Fuente]]&lt;br /&gt;
|character6=Wyatt Price&lt;br /&gt;
|actor6=[[Jason O'Mara]]&lt;br /&gt;
|character7=Griggs&lt;br /&gt;
|actor7=[[Jason Beaudoin]]&lt;br /&gt;
|character8=Hawthorne&lt;br /&gt;
|actor8=[[Stephen Root]]&lt;br /&gt;
|character9=Lila Jacobs&lt;br /&gt;
|actor9=[[Janet Kidder]]&lt;br /&gt;
|character10=Lem Washington&lt;br /&gt;
|actor10=[[Rick Worthy]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|4|Man in the High Castle, The{{!}}The Man in the High Castle}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The [[M1911A1]] is used by resistance fighters and the various citizens of the Neutral Zone.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|300px|thumb|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
 &lt;br /&gt;
==Nambu Type 14==&lt;br /&gt;
Members of the Imperial Japanese Army and the Kempeitai, including Chief Inspector Takeshi Kido ([[Joel de la Fuente]]) and Sergeant Nakamura ([[Akie Kotabe]]) continue to carry the [[Nambu Type 14]] as their main sidearm.&lt;br /&gt;
[[Image:NambuType14Pistol.jpg|thumb|none|300px|Late Nambu Type 14 - 8x22mm Nambu.]] &lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] is the default sidearm used by various police and military armed forces of the GNR.  &lt;br /&gt;
[[Image:Walther P38 with unmounted suppressor.jpg|thumb|none|350px|Walther P38 with unmounted suppressor - 9x19mm]]&lt;br /&gt;
 &lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
GNR Military Police, Gestapo agents, SS soldiers and even resistance fighters continue to carry the [[Heckler &amp;amp; Koch MP5A3]] sub-machine guns with curved magazines and slim forearms as their primary submachine gun.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3.]] &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==M1 Thompson==&lt;br /&gt;
The American resistance fighters continue to carry [[M1 Thompson]] sub-machine guns as their standard submachine gun.&lt;br /&gt;
[[Image:M1Thompson_SMG_with_sling.jpg|thumb|none|400px|M1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
 &lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
[[Arisaka Type 38]] rifles are used by Kempeitai and Imperial Japanese Army soldiers as their main battle rifle with many instances of them being equipped with the Type 30 bayonet.&lt;br /&gt;
[[Image:Type_38_rifle_and_Type_30_bayonet.jpg|thumb|450px|none|Arisaka Type 38 rifle with Type 30 bayonet - 6.5x50mmSR Arisaka.]] &lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
Ceremonial guards outside the office of Reichsmarshall Lincoln Rockwell and the SS Honor Guard of Führer Heinrich Himmler are seen wielding [[Karabiner 98k]] rifles.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]] &lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are seen in the hands of resistance fighters throughout the show.  &lt;br /&gt;
[[Image:M1c.jpg|thumb|none|400px|M1 Carbine (Post-War) - .30 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 84s==&lt;br /&gt;
The Type 84, standing in for the Type 56, or the AKM, is one of the weapons received by the BCR fighters in San Francisco.&lt;br /&gt;
[[Image:NorincoType84SFolder.jpg|thumb|none|400px|Type 84s-1 - 7.62x39mm]]&lt;br /&gt;
 &lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Howa Type 64==&lt;br /&gt;
The [[Howa Type 64]] is seen with the Imperial Japanese Army and Kempeitai throughout the show.&lt;br /&gt;
[[Image:Type 64 assault rifle.jpg|thumb|none|450px|Howa Type 64 rifle - 7.62x51mm]] &lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[H&amp;amp;K G3]] continues to be seen as the standard service rifle for Greater Nazi Reich soldiers. &lt;br /&gt;
[[Image:G3a3zf.jpg |thumb|none|450px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]] &lt;br /&gt;
 &lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==DShK==&lt;br /&gt;
A [[DShK]] is seen mounted on a Imperial Japanese border patrol vehicle, and later mounted in street barricades in San Francisco. &lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]] &lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT]] is seen with GNR security forces in BRDM-2s and a BTR-80, doubling as GNR military armored vehicles.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|400px|KPVT heavy machine gun with carry handle - 14.5x114mm]] &lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
A [[MG42]] is seen mounted .&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 Machine Gun - 7.92x57mm Mauser]] &lt;br /&gt;
&lt;br /&gt;
==Norinco Type 67==&lt;br /&gt;
Japanese Kempeitai soldiers appear to be using a [[Norinco Type 67]] machine gun.&lt;br /&gt;
[[Image:Type-67-II.jpg|thumb|none|450px|Norinco Type 67-2 with ammo box - 7.62x54mm R]] &lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The RPD is one of the weapons received by the BCR fighters in San Francisco.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm ]] &lt;br /&gt;
 &lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Philip K. Dick]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Ridley Scott]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1312537</id>
		<title>The Man in the High Castle - Season 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Man_in_the_High_Castle_-_Season_4&amp;diff=1312537"/>
		<updated>2019-12-04T14:20:34Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Man in the High Castle - Season 4&lt;br /&gt;
|picture = TMITHC-S4.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director =   &lt;br /&gt;
|date= 2019&lt;br /&gt;
|language =  English&amp;lt;br&amp;gt;Japanese&lt;br /&gt;
|studio= Amazon Studios&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Joe Blake&lt;br /&gt;
|actor1=[[Luke Kleintank]]&lt;br /&gt;
|character2=Juliana Crain&lt;br /&gt;
|actor2=[[Alexa Davalos]]&lt;br /&gt;
|character3=Frank Frink&lt;br /&gt;
|actor3=[[Rupert Evans]]&lt;br /&gt;
|character4= Obergruppenführer John Smith&lt;br /&gt;
|actor4=[[Rufus Sewell]]&lt;br /&gt;
|character5=Chief Inspector Kido&lt;br /&gt;
|actor5=[[Joel de la Fuente]]&lt;br /&gt;
|character6=Wyatt Price&lt;br /&gt;
|actor6=[[Jason O'Mara]]&lt;br /&gt;
|character7=Griggs&lt;br /&gt;
|actor7=[[Jason Beaudoin]]&lt;br /&gt;
|character8=Hawthorne&lt;br /&gt;
|actor8=[[Stephen Root]]&lt;br /&gt;
|character9=Lila Jacobs&lt;br /&gt;
|actor9=[[Janet Kidder]]&lt;br /&gt;
|character10=Lem Washington&lt;br /&gt;
|actor10=[[Rick Worthy]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|4|Man in the High Castle, The{{!}}The Man in the High Castle}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The [[M1911A1]] is used by resistance fighters and the various citizens of the Neutral Zone.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|300px|thumb|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
 &lt;br /&gt;
==Nambu Type 14==&lt;br /&gt;
Members of the Imperial Japanese Army and the Kempeitai, including Chief Inspector Takeshi Kido ([[Joel de la Fuente]]) and Sergeant Nakamura ([[Akie Kotabe]]) continue to carry the [[Nambu Type 14]] as their main sidearm.&lt;br /&gt;
[[Image:NambuType14Pistol.jpg|thumb|none|300px|Late Nambu Type 14 - 8x22mm Nambu.]] &lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] is the default sidearm used by various police and military armed forces of the GNR.  &lt;br /&gt;
[[Image:Walther P38 with unmounted suppressor.jpg|thumb|none|350px|Walther P38 with unmounted suppressor - 9x19mm]]&lt;br /&gt;
 &lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
GNR Military Police, Gestapo agents, SS soldiers and even resistance fighters continue to carry the [[Heckler &amp;amp; Koch MP5A3]] sub-machine guns with curved magazines and slim forearms as their primary submachine gun.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3.]] &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==M1 Thompson==&lt;br /&gt;
The American resistance fighters continue to carry [[M1 Thompson]] sub-machine guns as their standard submachine gun.&lt;br /&gt;
[[Image:M1Thompson_SMG_with_sling.jpg|thumb|none|400px|M1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
 &lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
[[Arisaka Type 38]] rifles are used by Kempeitai and Imperial Japanese Army soldiers as their main battle rifle with many instances of them being equipped with the Type 30 bayonet.&lt;br /&gt;
[[Image:Type_38_rifle_and_Type_30_bayonet.jpg|thumb|450px|none|Arisaka Type 38 rifle with Type 30 bayonet - 6.5x50mmSR Arisaka.]] &lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
Ceremonial guards outside the office of Reichsmarshall Lincoln Rockwell and the SS Honor Guard of Führer Heinrich Himmler are seen wielding [[Karabiner 98k]] rifles.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]] &lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are seen in the hands of resistance fighters throughout the show.  &lt;br /&gt;
[[Image:M1c.jpg|thumb|none|400px|M1 Carbine (Post-War) - .30 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 84s==&lt;br /&gt;
The Type 84, standing in for the Type 56, or the AKM, is one of the weapons received by the BCR fighters in San Francisco.&lt;br /&gt;
[[Image:NorincoType84SFolder.jpgthumb|none|400px|Type 84s-1 - 7.62x39mm]]&lt;br /&gt;
 &lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Howa Type 64==&lt;br /&gt;
The [[Howa Type 64]] is seen with the Imperial Japanese Army and Kempeitai throughout the show.&lt;br /&gt;
[[Image:Type 64 assault rifle.jpg|thumb|none|450px|Howa Type 64 rifle - 7.62x51mm]] &lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[H&amp;amp;K G3]] continues to be seen as the standard service rifle for Greater Nazi Reich soldiers. &lt;br /&gt;
[[Image:G3a3zf.jpg |thumb|none|450px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]] &lt;br /&gt;
 &lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==DShK==&lt;br /&gt;
A [[DShK]] is seen mounted on a Imperial Japanese border patrol vehicle, and later mounted in street barricades in San Francisco. &lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]] &lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT]] is seen with GNR security forces in BRDM-2s and a BTR-80, doubling as GNR military armored vehicles.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|400px|KPVT heavy machine gun with carry handle - 14.5x114mm]] &lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
A [[MG42]] is seen mounted .&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 Machine Gun - 7.92x57mm Mauser]] &lt;br /&gt;
&lt;br /&gt;
==Norinco Type 67==&lt;br /&gt;
Japanese Kempeitai soldiers appear to be using a [[Norinco Type 67]] machine gun.&lt;br /&gt;
[[Image:Type-67-II.jpg|thumb|none|450px|Norinco Type 67-2 with ammo box - 7.62x54mm R]] &lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The RPD is one of the weapons received by the BCR fighters in San Francisco.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm ]] &lt;br /&gt;
 &lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Philip K. Dick]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Ridley Scott]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1303224</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1303224"/>
		<updated>2019-10-26T11:10:17Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:MW19-Cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare'' (2019)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
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{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
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__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. This page will cover the default forms of in-game weapons as they relate to real life weapons, and the real life weapons that a weapon can be customized to match in its subsections.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle. As an additional note, third person weapon animations are fully identical to first-person animations, with some minor loss of detail.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, a lot of weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes.&lt;br /&gt;
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There are a few flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience.&lt;br /&gt;
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=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds. Its markings proclaim it to be manufactured by &amp;quot;Forge Tag Manufacturing&amp;quot;.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRC Texas&amp;quot;.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]] (indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide), though the fire mode remains unchanged during gameplay.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide) turns the gun into a [[Glock 34]]. However, in the campaign level &amp;quot;Old Comrades&amp;quot; it's referred as .40.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|375px|Glock 34 (3rd Generation) - 9x19mm]]&lt;br /&gt;
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==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
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===&amp;quot;1911 - Javelina&amp;quot;===&lt;br /&gt;
The &amp;quot;Javelina&amp;quot; is a cosmetic variant that looks similar to an STI Tactical, but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
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==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. It has an FDE finish, and the slide is slightly longer than that of the real weapon, being intermediate between the compact and the full size model. The proprietary reflex sight is removed by default, but the weapon can optionally be fitted with various optics and other attachments.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
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==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes and different lengths of barrel. It can also be loaded with .38 Snakeshot shells.&lt;br /&gt;
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In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during a flashback mission in the campaign.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|This specific one is customized with a long barrel. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence. It should be also noted that the long barrel attachment changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length.]]&lt;br /&gt;
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===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
A custom black revolver with integral underbarrel rails is featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]].&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
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=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
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==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;. It is fitted with a top rail and an unusable flashlight, and has a Navy trigger group. The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; attachment collapses it.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the reloading process always involves opening and closing the bolt, even if the old magazine wasn't empty. This is appropriate due to the fact that loading a full magazine into a real MP5 can be difficult when the bolt is closed. The difference between the empty and non-empty reloading animations is that the former has the old magazine thrown away and the bolt closed with a classic slap, while during the latter the player character swaps the magazines while holding them together and thumbs the bolt into battery while still holding the old magazine.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
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===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with an integrally suppressed barrel, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
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===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
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===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
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==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight and aftermarket stock adapter]]&lt;br /&gt;
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==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] is featured in the game.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in the game.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
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==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
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===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant. In the campaign, the sole 5.56mm AUG is the signature weapon of supporting character Hadir and a spoiler by itself.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with short barrel - 12 gauge]]&lt;br /&gt;
[[File:MW19-Origin12-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW19-Origin12-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for several assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; and is incorrectly depicted as semi-automatic. It has an inaccurate eight-round capacity; this is gained by resupplying, as it spawns with an accurate four rounds.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Over and Under Shotgun==&lt;br /&gt;
A 12 gauge [[Over and Under Shotgun]] (possibly a Browning Citori 725, given the in-game name &amp;quot;725&amp;quot;) is available in the game.&lt;br /&gt;
[[File:Browning Citori 12 Gauge.jpg|thumb|none|450px|Browning Citori - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a &amp;quot;725&amp;quot; shotgun outfitted with a magnified scope and adjustable stock.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the &amp;quot;725&amp;quot;, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. A modified version is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha Rem870.jpg|thumb|none|600px|The player character holds a Remington 870 MCS modified with a different pumping handle, a Magpul ACS stock and an AR stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level, &amp;quot;Into the Furnace&amp;quot;, under the proper &amp;quot;DP-12 Incendiary&amp;quot; name, firing incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead. It is equipped with Magpul MBUS PRO Steel Sights by default.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in ''Modern Warfare'', modeled with a proper milled dust cover.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of an [[AIM]]-style foregrip.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified to use 5.45x39mm ammunition, giving it an AK-74 magazine. During the alpha, it was referred to as an &amp;quot;AKS-74u&amp;quot; while in this configuration, even if it wasn't modified to Krinkov length as mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-SF===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel (complete with an AKS-74U muzzle device) and handguard. The result of this modification resembles a Bulgarian [[Arsenal AR-SF]] with a Krinkov flash hider and wood furniture, though it retains the standard AK leaf sight as opposed to receiving an AR-SF's flip-up rear sight.&lt;br /&gt;
[[File:7,62ar-sf.jpg|thumb|none|400px|Arsenal AR-SF - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer. Here it is equipped with the &amp;quot;no stock&amp;quot; attachment.]]&lt;br /&gt;
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===AKM===&lt;br /&gt;
In the campaign, the AK-47 can occasionally be found modified with a stamped receiver and a ribbed dust cover, making it resemble an [[AKM]], yet still having the AK-47's gas block and ported gas tube. In some cases it retains the AK-47 name, but in others (particularly when used by Russian Army soldiers) it is incorrectly called an [[AK-12]]. The latter is equipped with a railed handguard and a collapsible stock (which are available to the AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively). It can be found equipped with various attachments including optics, 75-round drum magazines and/or a [[GP-25]] grenade launcher.&lt;br /&gt;
&lt;br /&gt;
Farah Karim uses this rifle as her main weapon of choice. This specific one has even more proper AKM features, such as the non-ported gas tube and the wooden handguard with palm swell. However, it is fitted with an [[AK-74]] style gas block, front sight block and muzzle brake (with a tape wrapped around the barrel/muzzle brake assembly), as well as a German [[MPi-KMS-72]] style folding stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch.  However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The AKM-like rifle in the campaign can be seen modified with an 8&amp;quot; barrel (complete with carbine handguard and AKS-74U muzzle device) and a side-folding stock, essentially turning it into an [[AKMSU]], except that it retains the original full-size AK rear sight.&lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AKM-like weapon is sometimes found with a 5.45x39mm modification, as well as the aforementioned gas block, gas tube, front sight block, muzzle brake and handguard; this effectively turns it into an [[AK-74]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The combination of the 5.45x39mm ammunition and the 8&amp;quot; barrel turn the AKM-like rifle into an [[AKS-74U]], yet again with an original AK rear sight.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot; (Russian for Odin, the king of the Norse pantheon of gods).&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game. Amusingly, it was referred to as &amp;quot;FR .556&amp;quot; in early gameplay footage, but this was later changed to a more convincing &amp;quot;FR 5.56&amp;quot;. It is fitted with an Advanced Armament Blackout Muzzle Brake and also has MFI Sig MAD sights attached to rails mounted on the carrying handle (despite the original sights' presence); somewhat strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot; (referring to the civilian SCAR 17S), but this was later fixed. It is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;. The in-game model is marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer. &amp;quot;Kal. 5.56mm&amp;quot; is also inscribed on the rifle, which correctly reflects the German caliber markings of the real weapon. Notably, it appeared in a campaign level set in 2009.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, somehow classed as a marksman rifle. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser. &lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as the &amp;quot;EBR-14&amp;quot;, even though it was correctly called &amp;quot;M14&amp;quot; during the alpha. However, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. By default, it has a shorter 18&amp;quot; barrel (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a red dot sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2019-teaserm4.jpg|thumb|none|600px|An &amp;quot;M4A1&amp;quot; equipped with the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Hybrid Scope&amp;quot; attachments in a multiplayer teaser.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|A Mk 18 Mod 0 with a PRI folding front sight in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The combination of the &amp;quot;M16 grenadier&amp;quot; barrel with the &amp;quot;M-16 stock&amp;quot; makes the weapon resemble an [[M16A3]] (Colt Model 901) fitted with a heat shield. However, the barrel is shown with an M203 groove, like an M4 carbine.&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; is a modification for the Mk 18, available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with minor elements from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, magazine based on Magpul PMAG, stock based on Magpul ACS, laser pointer inspired by AN/PEQ-15, a pistol grip based on Magpul K2/K2+ depicted without its beavertail and an angled foregrip based on Magpul AFG. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch. Note the five grooves on the upper which correspond to JP Enterprises PSC-12, however, their placement on the left side is similar to JP Enterprises CTR-02. Also note the Noveske N4 details.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;. It can be fitted with an integral suppressor that looks similar to that of the SUR300, a permanently suppressed MCX upper receiver chambered in .300 Blackout. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip. When no foregrip is attached, the player character holds the weapon with a C-clamp grip.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot; is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard.&lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a wooden stock is available for use in the campaign. It is revealed to have been custom-made by Hadir Karim, Farah's brother, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described to be using 12.7x108mm ammunition.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the commercial &amp;quot;Tiger Carbine&amp;quot;.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld Dillon Aero M134 Minigun==&lt;br /&gt;
A man-portable [[Dillon Aero M134 Minigun]] appears as the Juggernaut kill streak's primary weapon in multiplayer, and is also found in the last mission in the campaign.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha MG5.jpg|thumb|none|600px|The player character in a Gunfight match holds an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured in the game. It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]]. Other than that, while it does have the proper L86 barrel length and stock cutout for a folding shoulder support, it has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwl86.jpg|thumb|none|600px|The L86A1 as seen in the multiplayer reveal trailer]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a short barrel; coupled with the aforementioned L85 features that are already present, this essentially turns it into an [[L85A1]] assault rifle, albeit with a slightly shorter barrel.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 and Zastava M53 would be more appropriate.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in-game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
&lt;br /&gt;
In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW19-Javelin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the [[SCAR-H]].&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 and on the campaign-exclusive &amp;quot;AK-12&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to some rifles including the [[Mk 18 Mod 1|Mk 18]] and the [[Heckler &amp;amp; Koch HK433|HK433]].&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:CoDMW-MGL-1.jpg|thumb|none|600px|Kyle Garrick with his Mark 14 MGL.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot;. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger (real life magnetic proximity triggers don't detect humans).&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in the game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears as a prop in multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
The [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is seen attached to an unmanned ground drone, in a similar fashion to the one seen in the ''[[Call of Duty: Modern Warfare 3|MW3]]'' mission &amp;quot;Persona Non Grata&amp;quot; (albeit without an accompanying [[GAU-17/A]]).&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
The UB-32 Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
The B-8M Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|400px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
An [[M249]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_5&amp;diff=1255687</id>
		<title>Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_5&amp;diff=1255687"/>
		<updated>2019-02-19T15:29:53Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 5&lt;br /&gt;
|picture = FarCry5_Teaser_Poster.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= March 27, 2018&lt;br /&gt;
|developer= Ubisoft Montreal&amp;lt;br&amp;gt;Ubisoft Toronto&amp;lt;br&amp;gt;Ubisoft Shanghai (''Hours of Darkness'')&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Windows PC&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Far Cry 5''''' is the fifth main installment in the ''Far Cry'' series, developed by Ubisoft Montreal and Ubisoft Toronto and released on March 27th 2018 for PS4, Xbox One and Windows PC. Like the previous two numbered ''Far Cry'' games, the plot is not directly connected to previous entries in the series but the game is supposed to take place in the same world, with side-characters such as Willis Huntley returning for side-missions. The game is the first in the series to feature player-controllable armed airplanes and helicopters.&lt;br /&gt;
&lt;br /&gt;
''Far Cry 5'' is the first entry to take place in the United States, and sees the player take on the role of an unnamed Junior Sheriff's Deputy (only ever called &amp;quot;Deputy&amp;quot; or &amp;quot;Rookie,&amp;quot; and whose appearance and sex can be chosen by the player) in the fictional county of Hope, Montana. There, the Deputy finds him or herself in conflict with The Project at Eden's Gate (due to their acronym PEG, known as &amp;quot;Peggies&amp;quot; by the locals), a militarized doomsday cult led by radical preacher Joseph Seed who styles himself as &amp;quot;The Father.&amp;quot; His sister and two brothers serve as his subordinate &amp;quot;Heralds,&amp;quot; each controlling an area of the valley which encircles Hope County. After an attempt to arrest Joseph Seed for kidnapping goes predictably wrong, the Deputy is divided from the rest of the police unit and must join the resistance in Hope County with the ultimate goal of rescuing the other officers and bringing Joseph in.&lt;br /&gt;
&lt;br /&gt;
The season pass content was three additional storylines which were more or less whole other games: one is set during the Vietnam War (''Hours of Darkness'', released on June 5th 2018), a second has side-characters Nick Rye and Hurk fighting alien arachnids on Mars (''Lost on Mars'', released July 17th 2018), and the third is framed as a series of zombie movie pitches by the character Guy Marvel (''Dead Living Zombies'', released August 28th 2018). The former two have new sets of weapons associated with them, though ''Lost on Mars'' only has sci-fi space guns not based on any real-life firearm: the final DLC uses mostly existing assets, adding only one gun and unlocking another in the base game. Each of these releases also included a new pack of assets for the map builder, ''Far Cry Arcade'', which also includes assets from ''Far Cry 4'' and ''Primal'', ''[[Watch_Dogs]]'', ''[[Assassin's Creed Unity]]'' and ''[[Assassin's Creed IV: Black Flag]]''. &lt;br /&gt;
&lt;br /&gt;
'''''Far Cry New Dawn''''' is a spin-off released on February 15th 2019 for PC, PS4 and Xbox One. It takes place seventeen years after the original game. In those seventeen years, the only new weapon anyone has invented is a sawblade launcher: all of the other weapons are minor model variations of those listed below, with various straps and bits of metal added and words like &amp;quot;rusty&amp;quot; and &amp;quot;makeshift&amp;quot; appended to their names.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video games ''Far Cry 5'' and ''Far Cry New Dawn'':'''&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;
&lt;br /&gt;
[[Image:FC5-Inv.jpg|thumb|right|400px|The quick select, showing the grid view exclusive to the PC version. There is also a new category for breakable melee weapons, but IMFDB does not care about that.]]&lt;br /&gt;
[[Image:FC5-Consoleinventory.jpg|thumb|right|400px|The &amp;quot;wheel&amp;quot; version of the same menu for the consoles, which is also an option for the PC version. On console or when using controller on PC, firemode selection and changing ammo type can only be done via this interface.]]&lt;br /&gt;
''Far Cry 5'' substantially alters the systems of previous games, with some improvements and some rather strange omissions. The player character starts off able to carry two firearms: one slot is fixed to a &amp;quot;sidearm&amp;quot; that can be used in vehicles, while the other can be any weapon the player desires. The two additional slots are unlocked via a perk system (as the system of crafting inventory-expanding items from animal skins has been completely removed: skins are now exclusively to sell for money), with points in this system gained by completing in-game challenges to do a thing a certain number of times, or by finding survivalist manuals that are worth one perk point each. The inventory also has three slots for throwing equipment each of which has three options: the arsenal includes molotovs, remote and proximity C4 charges, fragmentation grenades, dynamite, pipe bombs, throwing knives, smoke grenades, and &amp;quot;bait&amp;quot; for drawing animals to a specific location. All of these are assigned a single generic &amp;quot;throw&amp;quot; button, so some fiddling around can be necessary to locate the right one. Some of these weapons can be crafted from items found in the game world, but most can only be picked up. A secondary &amp;quot;utility&amp;quot; menu contains items such as the fishing rod, repair tool, craftable &amp;quot;homeopathic&amp;quot; boosts which are ''certainly'' not drugs, and so on. Oddly, the health restoring syrettes are now medkits, and it is impossible to craft more while on the go: as compensation the player character's entire health bar will now regenerate rather than it being divided into segments.&lt;br /&gt;
&lt;br /&gt;
As before, ammunition is determined by weapon subtypes, not necessarily by what the weapon would actually fire, so the 5.56mm AR-C shares ammunition with the 7.62x39mm AKM and 7.62x51mm SOCOM 16. There is some crossover between types, however: for example, the &amp;quot;AR-CL&amp;quot; (classified as a sniper rifle) still uses rifle ammo. One limitation in the game is related specifically to ammunition: only some weapons can damage aircraft with their standard ammunition, these groups including the .50 cal weapons (.50 cal is a distinct ammo type), machine guns and mounted weapons.&lt;br /&gt;
&lt;br /&gt;
Weapons are gained from stores or travelling gun sellers who act as stores, and can be acquired in one of two ways; either bought with currency, or unlocked by picking them up from enemies. Store purchases are locked based on a level system tied to how much progress the rebels have made in the three main areas of the campaign, which is increased by completing side-missions and story objectives. Unlike in prior games, only finding weapons in the game world will unlock them for free (aside from mission and Live Event rewards, preorder bonuses and other DLC, and the MP5K unlocked via uPlay): gaining the relevant level simply allows a weapon to be bought.&lt;br /&gt;
&lt;br /&gt;
Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns in the game have up to three accessory points, but these are now simplified: at most a gun can mount an extended magazine (which does not alter the weapon model), a scope, and a suppressor. There is no arbitrary limit to how many of these slots can be filled. As before, accessories must be purchased for individual weapons and cannot be transferred between them. While types of accessories are cut down a little, almost every weapon can mount something and many weapons have options beyond what one would normally expect, such as being able to mount suppressors and telescopic sights on shotguns. Many weapons now also have selectable fire modes, and most can fire at least one additional type of ammunition from a reserve more limited than the weapon's standard ammo type. Special ammo is very occasionally found in the game world or on enemies, but the main source is unlocking the &amp;quot;black market&amp;quot; perk which allows it to be purchased from the items menu at stores.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Signature&amp;quot; weapon category no longer really exists, instead there are &amp;quot;Prestige&amp;quot; weapons. These guns are bought at the store, some after satisfying specific conditions. Unlike prior games, they do not have fixed modifications, only their color scheme being locked. They do not seem to have any special bonuses either, just being a variant with a unique look (though they count as a different weapon and so need their own accessories bought). These weapons (and similar &amp;quot;prestige&amp;quot; vehicles and even clothing items) can also be unlocked using a second currency, &amp;quot;silver bars,&amp;quot; which can be found in small quantities after liberating enemy bases, gained in small quantities by completing uPlay's weekly &amp;quot;club challenges&amp;quot; and levelling up in ''Far Cry Arcade'', or purchased in bulk using real money from the online store. However, there is nothing in the game that can ''only'' be acquired using silver bars. Following release, a series of weekly &amp;quot;Live Event&amp;quot; challenges starting on Tuesdays and lasting until the following Tuesday, offered exclusive rewards which included new weaponry: in general, the Live Event itself rewards a free version of the weapon with a special color scheme, with a regular version of that weapon becoming permanently available to buy in the store with normal currency or silver bars after the event concludes.&lt;br /&gt;
&lt;br /&gt;
''Hours of Darkness'' has no such system: guns are simply picked up from enemies or found in the world, with no means of customizing them. Suppressed weapons can often be found squirrelled away in Vietcong bases. The guns from ''Hours of Darkness'' do, however, unlock in the main game's store with their own custom options (along with a new helicopter, a selection of Vietcong trucks and some VC and GI outfits). ''Lost on Mars'' instead ''only'' has a store with weapons not found in the game world, but there is no upgrade system for guns. ''Dead Living Zombies'' is the same as ''Hours of Darkness'', save for it being rare to encounter armed enemies since most opponents are zombies: weapons are mostly found lying around in the world, with better ones found off the beaten track. &amp;quot;Super&amp;quot; versions of weapons with ridiculously large magazines and multiple accessories can be found, too.&lt;br /&gt;
&lt;br /&gt;
Oddly, the game defaults to an offset aiming mode where the crosshair is in the lower part of the screen rather than centered, and the weapon models are correspondingly lower down. The screenshots on this page reflect the game with a centered crosshair.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
All pistols count as sidearms and aside from the Desert Eagle (which somehow fires .50 BMG) use a generic type of pistol ammunition that is apparently simultaneously .45 ACP, 9mm and .44 Magnum. There is a special armor-piercing variety available too.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
&lt;br /&gt;
A Prestige &amp;quot;Red Flag&amp;quot; [[Beretta 92FS]], referred to as an M9, was added to the game during the sixth Live Event as a reward for playing featured maps in Arcade for 40 minutes: it features an Eden's Gate themed skin complete with SINNER printed on top of the barrel. In terms of stats the weapon is identical to the SIG-Sauer P226R: also like the P226R, it defaults to a reduced capacity 10-round magazine (it may not be a coincidence that Berettas and P226s are sold with 10-round magazines in Canada, where the game was made) which certainly would not belong in a military M9. This increases to a still too-small 12 with the extended magazine upgrade.&lt;br /&gt;
&lt;br /&gt;
While the default paint scheme for the Beretta released after the Live Event is an odd variation on the theme of Inox, the &amp;quot;How I Like My Coffee&amp;quot; scheme creates a standard black 92FS.&lt;br /&gt;
&lt;br /&gt;
In the base game the Beretta 92FS is only present as an icon that appears in the pictured weapon selection menu on both perk menu entries for extra weapon slots.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:FC5-Beretta-2.jpg|thumb|none|600px|The &amp;quot;Red Flag&amp;quot; version of the Beretta. While the description is lying about it being meaty or powerful, it ''does'' make a sound more akin to a cannon than a pistol.]]&lt;br /&gt;
[[Image:FC5-Beretta-6.jpg|thumb|none|600px|Standard version with the &amp;quot;How I Like My Coffee&amp;quot; paint scheme.]]&lt;br /&gt;
[[Image:FC5-Beretta-3.jpg|thumb|none|600px|The Deputy holds her Beretta 92FS as her pet cougar dramatically lunges at a highly dangerous nothing.]]&lt;br /&gt;
[[Image:FC5-Beretta-4.jpg|thumb|none|600px|Reloading the Beretta involves the use of actual ammunition, though the nose of the next round down really ought to be visible if there is more than one round in this magazine. Close up, a &amp;quot;cal. 9x19mm&amp;quot; note which really doesn't belong on a Beretta can be made out, as well as the serial number area saying &amp;quot;E9M21945.&amp;quot; Since the lettering doesn't actually begin &amp;quot;M9&amp;quot; there is no real reason to call it one. Note also that the area of the slide bearing Beretta's trademark has been conveniently ground flat, presumably by the cult's elite squad of lawyers.]]&lt;br /&gt;
[[Image:FC5-Beretta-5.jpg|thumb|none|600px|Empty-reloading the Beretta: note the locked-back slide. As with the other semi-auto pistols, it helpfully grows an accessory mount if an optic is mounted.]]&lt;br /&gt;
[[Image:FC5-Beretta-7.jpg|thumb|none|600px|The Deputy holds the black version of the regular Beretta fitted with a reflex sight, wondering how this boat and jetski just failed to collide.]]&lt;br /&gt;
[[Image:FC5-Beretta-8.jpg|thumb|none|600px|As she reloads, her dog peeks into shot to admire her trigger discipline.]]&lt;br /&gt;
[[Image:FC5-Beretta-1.jpg|thumb|none|600px|The icon of the Beretta can be seen in the right-hand slot of the weapon wheel. This is the only place it appeared in the base game.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
&lt;br /&gt;
The default paint scheme for the &amp;quot;M9&amp;quot; that was unlocked following the sixth Live Event makes it a customized [[Beretta 92FS Inox]] with a stainless frame and barrel but a standard slide. More curiously, it also has a stainless ''magazine'' with this paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:B92fs-REVERSE2TONE.jpg|thumb|none|400px|Beretta 92FS reverse two-tone (Inox frame, blued slide) - 9x19mm]]&lt;br /&gt;
[[Image:FC5-Berettainox-1.jpg|thumb|none|600px|The semi-nox on the menu: note that unlike the above it has a stainless barrel.]]&lt;br /&gt;
[[Image:FC5-Berettainox-2.jpg|thumb|none|600px|The Deputy aims her partnox at some illegally parked trees.]]&lt;br /&gt;
[[Image:FC5-Berettainox-3.jpg|thumb|none|600px|Reloading, the Deputy seems to have decided that putting an Inox magazine into the pseudonox will make up for the slide.]]&lt;br /&gt;
[[File:FC5-Berettainox-4.jpg|thumb|none|600px|Pulling the slide on an empty two-tone Beretta.]]&lt;br /&gt;
[[File:FC5-Berettainox-5.jpg|thumb|none|600px|Aiming a suppressed 92FS with the &amp;quot;Wood in Your Grip&amp;quot; skin, which flip-flops the two tone scheme and adds brown grip panels.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In one side-mission a director making a movie based on ''Far Cry 3: Blood Dragon'' is encountered: near the set is a board with the cover art for the game, showing Rex Power Colt holding his [[Auto 9|Beretta 93R &amp;quot;Auto 9&amp;quot;]]. The gun is made playable in ''New Dawn'', and named AJM9 like in its ''Blood Dragon'' incarnation.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|400px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[Image:FC5-93R-1.jpg|thumb|none|600px|The Deputy feels deep existential confusion after discovering the ''Far Cry'' games exist inside their own universe.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
The tenth weekly Live Event awarded a reworked version of ''Far Cry 4's'' [[Desert Eagle Mark XIX]], meaning ''Far Cry 5'' is no longer the only numbered ''Far Cry'' game to not include one: this Live Event was later repeated in the week beginning the 14th of August 2018. The new model is a current-production variant with a railed barrel and the newer safety catch, and comes with a more than a little impossible 10-round magazine. It still goes by the name &amp;quot;D50&amp;quot; with the reward version called &amp;quot;Sovereign.&amp;quot; This was awarded for killing and looting four bears using only handguns, which for once provided a legitimate use for the ability to equip four .44 Magnum revolvers at the same time. Per the usual standards, a normal variant was added to the store at the end of the Live Event: this version defaults to a standard black frame with a grime-stained chrome slide and barrel.&lt;br /&gt;
&lt;br /&gt;
It has the same damage rating as the RPG-7, but comes with the ludicrous drawback, both in terms of gameplay and reality, of using the .50 caliber ammo pool for sniper rifles instead of using pistol ammo, presumably meaning the developers have confused .50 AE with .50 BMG. When it was added to the game, switching ammo types made it fire armor-piercing pistol ammo instead of armor-piercing .50 cal ammo: something of a benefit since this was cheaper and had a much larger ammo cap. Unfortunately this was &amp;quot;corrected&amp;quot; in the 1.9 patch on August 8th 2018, and it now uses armor-piercing .50 cal ammo as its alternate ammo. It has the additional drawback of being the only semi-automatic pistol that cannot mount a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[Image:FC5-Deagle-1.jpg|thumb|none|600px|Desert Eagle on the menu: these rewards have experienced a notable decline in horrible pun descriptions lately.]]&lt;br /&gt;
[[Image:FC5-Deagle-5.jpg|thumb|none|600px|&amp;quot;What about Robocop?&amp;quot;]]&lt;br /&gt;
[[Image:FC5-Deagle-6.jpg|thumb|none|600px|The Desert Eagle's alternative paint schemes allow a series of crimes to be committed against it.]]&lt;br /&gt;
[[Image:FC5-Deagle-2.jpg|thumb|none|600px|Feeling this whole republic thing isn't really working out, the Deputy decides to try a Sovereign.]]&lt;br /&gt;
[[Image:FC5-Deagle-3.jpg|thumb|none|600px|Later she reloads her Desert Eagle as she watches her cougar glare a bear to death.]]&lt;br /&gt;
[[Image:FC5-Deagle-4.jpg|thumb|none|600px|The empty reload gives a nice look at the Desert Eagle's detailed chamber and the current-production safety. We have clearly come a long way since Jack Carver's days of firing it with the safety on and the hammer uncocked.]]&lt;br /&gt;
[[Image:FC5-Deagle-7.jpg|thumb|none|600px|Like Jason Brody, the Deputy finds she has to resort to bear blasting because she is too extreme for normal sports.]]&lt;br /&gt;
[[Image:FC5-Deagle-8.jpg|thumb|none|600px|Reloading: note that the round at the top of the magazine is visible in the open action.]]&lt;br /&gt;
[[Image:FC5-Deagle-9.jpg|thumb|none|600px|It also defaults to having a nice set of illuminated iron sights rather than forcing the Deputy to pay extra for that privilege.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
&lt;br /&gt;
Pre-release trailers briefly showed the Deputy using a [[Luger P08]], but it did not appear in the base game, with only references to a weapon called &amp;quot;P08&amp;quot; remaining in the game files. The patch notes for version 1.7 (released June 14th 2018) included &amp;quot;Fixed an issue with missing SFX when reloading the P08 in certain situations,&amp;quot; which strongly suggested it would be released soon.&lt;br /&gt;
&lt;br /&gt;
Sure enough, the weapon was added as the reward in the thirteenth Live Event starting on July 3rd 2018, with the &amp;quot;Pastel Power&amp;quot; Prestige variant being awarded for recovering an &amp;quot;animal heart&amp;quot; item from animals killed by the cougar or bear animal companions. Due to some kind of server-side shenanigans, the regular version was not available until the following Thursday, July 12th. The game ultimately solves the thorny problem of how on Earth the P08 should mount optics with a simple solution: it can't mount any. The weapon can best be described as &amp;quot;bog-standard:&amp;quot; it lacks any real stand-out features compared to the existing semi-auto pistols, save for how large the two suppressors are when they are mounted on it. It correctly has a standard capacity of 8 rounds, though the extended mag upgrade increases this to an incorrect 10. It would make more sense (and provide some actual benefit to the weapon) if it were able to use the 32-round ''Trommelmagazin 08'' from the &amp;quot;Artillery&amp;quot; variant of the Luger, though this would require it to become the only weapon in the game with a modelled alternative magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|400px|Luger P08 - 9x19mm.  This is a blank adapted movie gun.]]&lt;br /&gt;
[[Image:FC5-Luger-2.jpg|thumb|none|600px|The Prestige Luger has a suitably embarrassing paint scheme.]]&lt;br /&gt;
[[Image:FC5-Luger-6.jpg|thumb|none|600px|Accuracy is not really a required feature in a blank-firing gun.]]&lt;br /&gt;
[[Image:FC5-Luger-3.jpg|thumb|none|600px|Encountering one of those blasted newfangled flying contraptions, the Deputy pulls out her Luger and vows to give it what for.]]&lt;br /&gt;
[[Image:FC5-Luger-4.jpg|thumb|none|600px|Firing the Luger: as one might expect, the toggle lock cycles nicely.]]&lt;br /&gt;
[[Image:FC5-Luger-5.jpg|thumb|none|600px|Having acquired her Luger just in time for the fourth of July, the Deputy performs a suitably patriotic reload.]]&lt;br /&gt;
[[Image:FC5-Luger-7.jpg|thumb|none|600px|The Deputy holds a less embarrassing Luger as she looks over a majestic scene, including a lake which has been discolored by deposits of geology leaking into it from the surrounding rocks.]]&lt;br /&gt;
[[Image:FC5-Luger-8.jpg|thumb|none|600px|One of the paint schemes for the Luger gives it metallic highlights and a nice ivory-effect grip, though it still has a grip texture that obviously belongs on wood. Note the size of the suppressor: mounting this renders the iron sights rather useless. This happens with several of the pistols, but the Luger suffers most due to its inability to mount optics.]]&lt;br /&gt;
[[Image:FC5-Luger-9.jpg|thumb|none|600px|Normally, the Deputy will reset the toggle action by palming the action...]]&lt;br /&gt;
[[Image:FC5-Luger-10.jpg|thumb|none|600px|...however, they give it a tug instead if reloading while continuing to aim the P08.]]&lt;br /&gt;
[[Image:FC5-Luger-1.jpg|thumb|none|600px|The Deputy firing the Luger while aiming down the sights during the &amp;quot;The Sermon&amp;quot; trailer. Prior to the Live Event, this was the only place it had ever appeared.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08 Carbine==&lt;br /&gt;
&lt;br /&gt;
A stockless and slightly too-short [[Luger P08]] carbine called the &amp;quot;P08-L&amp;quot; was added to the game in Title Update 11 on September 27th 2018. It is essentially the same as the regular P08 save for having one less point in the &amp;quot;handling&amp;quot; stat, with the main benefit being that this variant can mount optics.&lt;br /&gt;
&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|400px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC5-LugerLong-1.jpg|thumb|none|600px|You'd think it would at least get a boost to accuracy, but hey.]]&lt;br /&gt;
[[Image:FC5-LugerCarbine-1.jpg|thumb|none|600px|The Deputy holds the long Luger up after brushing against a tree stump.]]&lt;br /&gt;
[[Image:FC5-LugerCarbine-2.jpg|thumb|none|600px|Due to the longer barrel, the front sight is a bit high when aiming this variant.]]&lt;br /&gt;
[[Image:FC5-LugerCarbine-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:FC5-LugerCarbine-4.jpg|thumb|none|600px|Palming the toggle-lock, note a round is visible in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PB]], as in previous games using its GRAU designation &amp;quot;6P9,&amp;quot; was added to the main game's store as part of the ''Dead Living Zombies'' DLC, despite that it does not seem to actually appear in the DLC. Like the Luger, it cannot mount optics: its only attachment options are an extended magazine (increasing the capacity from 8 to 10 rounds) and a unique suppressor, both of which are unlocked for free along with the weapon. As before, the integral rear suppressor does not function. However, unlike the PB from previous games, the attachable suppressor has a unique model that more closely resembles the real PB suppressor. It is free in the shop if the player owns the DLC, and is something of an oddity, sporting the highest base accuracy and handling of any pistol, but a comically low damage rating of 2.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC5-PB-1.jpg|thumb|none|600px|The base version of the PB on the store menu. The description is half right: the weapon has a detachable suppressor ''and'' an integral one.]]&lt;br /&gt;
[[Image:FC5-PB-2.jpg|thumb|none|600px|And here it is, finally not just the generic suppressor model.]]&lt;br /&gt;
[[Image:FC5-PB-3.jpg|thumb|none|600px|Having decided to purchase her PB in installments, the Deputy admires the less-than-effective result.]]&lt;br /&gt;
[[Image:FC5-PB-4.jpg|thumb|none|600px|Pulling back the slide after reloading gives a good view of the unusual layout of the PB.]]&lt;br /&gt;
[[Image:FC5-PB-5.jpg|thumb|none|600px|Having finally acquired the secondary suppressor for her PB, the Deputy uses it as she respects a rattlesnake's desire for her not to tread on it.]]&lt;br /&gt;
[[Image:FC5-PB-6.jpg|thumb|none|600px|Interestingly in a game which mostly has pretty conservative reloading animations, the PB gets itself a flashy ''Far Cry 2''-style wrist-flick to eject the magazine.]]&lt;br /&gt;
[[Image:FC5-PB-7.jpg|thumb|none|600px|The Deputy then threatens the PB with a magazine with ammunition in it in order to dissuade it from jamming or exploding.]]&lt;br /&gt;
[[Image:FC5-PB-8.jpg|thumb|none|600px|Unfortunately, the PB's selection icon does not get its own custom suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer P226R]] appears in game as the &amp;quot;P226,&amp;quot; and is unlocked after achieving a resistance level of 1. It fires faster than the SW1911, with the downside that it is weaker and costs money since it cannot be acquired for free from enemies. Since it is extremely easy to pick up an M11/9 from a sniper or rocket launcher cultist before even getting a resistance level, it is not a weapon that is likely to see all that much use.&lt;br /&gt;
&lt;br /&gt;
As with the Beretta 92FS, by default the P226R only has a 10-round magazine, which increases to 12 with the extended magazine upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226TwoTone.jpg|thumb|none|400px|SIG-Sauer P226R (Two-Tone) - 9x19mm]]&lt;br /&gt;
[[Image:FC5-P226-1.jpg|thumb|none|600px|Menu image of the P226R. Despite the game noting that this gun is used by police departments, the police seen in the game all use SW1911s. The damage rating of 4 and range of 5 means it rather absurdly does the same damage and had the same range as the 5.56mm AR-C before patch 1.6. It is, however, worth noting that the shop stats are completely arbitrary figures which are not derived from the .ark files that actually contain the weapon code.]]&lt;br /&gt;
[[Image:FC5-P226-2.jpg|thumb|none|600px|It is not clear how American this would actually be.]]&lt;br /&gt;
[[Image:FC5-P226-4.jpg|thumb|none|600px|The Deputy holds a P226R equipped with an optic after scaring her dog by exploding a random fuel can.]]&lt;br /&gt;
[[Image:FC5-P226-5.jpg|thumb|none|600px|Disappointed that the game has no SKS to grab before she gets inna woods, the Deputy has to make do with her P226R. Reloading shows off the rail mounted when the P226R is fitted with an optic, and also the mounted &amp;quot;red dot sight,&amp;quot; which appears to be an Aimpoint Micro with the positions of the illumination control and windage and elevation screws reversed.]]&lt;br /&gt;
[[Image:FC5-P226-3.jpg|thumb|none|600px|Reloading the &amp;quot;Amendment 2,&amp;quot; the Deputy just can't shake the feeling that someone is trying to suppress her freedoms.]]&lt;br /&gt;
[[File:FC5-P226-6.jpg|thumb|none|600px|Aiming a full-nickel P226 at a cultist.]]&lt;br /&gt;
[[File:FC5-P226-7.jpg|thumb|none|600px|The Deputy releases the slide after administering due process.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
&lt;br /&gt;
All variants of the revolver default to a blued finish and the first two are therefore [[Smith &amp;amp; Wesson Model 29]]s rather than [[Smith &amp;amp; Wesson Model 629|629]]s as before. The first is unlocked to buy by default and is also used as a sidearm by some cultists, looks to have a 4&amp;quot; barrel and is simply called the &amp;quot;.44 Magnum,&amp;quot; while the second is 6&amp;quot; or so, requires a resistance level of 3 to unlock, and is called the &amp;quot;.44 Magnum L.&amp;quot; The Digital Deluxe Pack included with the Deluxe, Gold, The Father and Hope County MT editions of the game (and which post-release can be purchased as paid DLC) also included a free variant of the 6&amp;quot; version called the &amp;quot;.44 Magnum Steel &amp;amp; Ivory,&amp;quot; which features a wavy Damascus-style finish on the metal parts.&lt;br /&gt;
&lt;br /&gt;
The barrels of these variants are rather chunky and have an incorrect extractor rod housing with a flat vertical front. The new front sight appears to have been referenced from a [[Smith &amp;amp; Wesson Model 17|Model 17]] rather than a Model 29. All of the Model 29 and 629 variants will have a rail added to the top of the frame and part of the barrel if an optic is equipped.&lt;br /&gt;
&lt;br /&gt;
The six-inch model is also one of the available sidearms in ''Hours of Darkness''.&lt;br /&gt;
[[Image:M29S&amp;amp;W4.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 with 4&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:FC5-M29-1.jpg|thumb|none|600px|The basic short-barreled version in the menu. Patch 1.5 increased the accuracy, damage and handling stats by one point each.]]&lt;br /&gt;
[[Image:FC5-M29-2.jpg|thumb|none|601px|The standard-length &amp;quot;L&amp;quot; variant, which has boosts to accuracy and range. Note the incorrect front sight, weird extractor rod housing, and mandatory ''[[Dirty Harry]]'' reference. The &amp;quot;L&amp;quot; variant's damage was also increased to 7 by the patch.]]&lt;br /&gt;
[[Image:FC5-M29-3.jpg|thumb|none|600px|The &amp;quot;Thanks for your pre-order, have an overpowered gun&amp;quot; variant. This also got its damage increased to 7.]]&lt;br /&gt;
[[Image:FC5-M29-4.jpg|thumb|none|600px|The Deputy holds her Model 29 as she prepares to arrest a grain silo for violating the laws of thermodynamics.]]&lt;br /&gt;
[[Image:FC5-M29-7.jpg|thumb|none|600px|Reloading the six-inch Model 29: note the incorrect front sight.]]&lt;br /&gt;
[[Image:FC5-M29-5.jpg|thumb|none|600px|Reloading the basic short-barrel version: note the speedloader in the Deputy's left hand. This animation is a lot less flashy than the reload for the 629 in the previous games, as well as a fair bit less physically impossible.]]&lt;br /&gt;
[[Image:FC5-M29-6.jpg|thumb|none|600px|After discarding the speedloader, she sees all the struck primers and realises she has loaded her gun with rounds that have already been fired.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629==&lt;br /&gt;
&lt;br /&gt;
The two highest-level variants of the &amp;quot;.44 Magnum&amp;quot; variants are based on the [[Smith &amp;amp; Wesson Model 629]] &amp;quot;Stealth Hunter&amp;quot; as before. The lower-level model is called the &amp;quot;Sixer,&amp;quot; unlocks at a resistance level of 5, and has a thinner barrel than the normal Stealth Hunter with a compensator. The normal Stealth Hunter is the last to unlock at a resistance level of 9, and is called the &amp;quot;Cannon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:170323_large.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Stealth Hunter - .44 Magnum‎]]&lt;br /&gt;
[[Image:FC5-629-1.jpg|thumb|none|601px|Menu image of the &amp;quot;Sixer,&amp;quot; named after the Signature [[Webley Mk VI]] revolver from ''Far Cry 4'' that everyone used once then ignored. Both 629 variants had their damage increased to 7 by the 1.5 patch.]]&lt;br /&gt;
[[Image:FC5-629-2.jpg|thumb|none|601px|Menu image of the &amp;quot;Cannon.&amp;quot; The level nine unlock requires the player to have essentially beaten the game before they can get their hands on this. Though since it has the same stat line as all the variants except the snub, it is not at all clear why.]]&lt;br /&gt;
[[Image:FC5-629-3.jpg|thumb|none|600px|The Deputy holds the &amp;quot;Sixer&amp;quot; fitted with a scope as she witnesses her pet cougar turning up her nose at a perfectly good meal.]]&lt;br /&gt;
[[Image:FC5-629-4.jpg|thumb|none|600px|Later she reloads her &amp;quot;Sixer,&amp;quot; as part of a plan she and a random militiaman have hatched to defeat Faith Seed's teleporting-and-complaining powers by ignoring her. Note that all the primers are struck on the ejected rounds too: they are like this regardless of how many shots have been fired. Unlike previous ''Far Cry'' games, the extractor rod actually moves.]]&lt;br /&gt;
[[Image:FC5-629-5.jpg|thumb|none|600px|After wasting her money on the &amp;quot;Cannon&amp;quot; variant, she watches as a very understanding gas station experiences a sympathetic detonation.]]&lt;br /&gt;
[[Image:FC5-629-6.jpg|thumb|none|600px|Reloading the &amp;quot;Cannon:&amp;quot; as with other Model 29 and 629 variants, the cartridges are no longer too long to fit in the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
&lt;br /&gt;
An [[Colt M1911A1|M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. Though ''Far Cry 3'' and ''Far Cry 4'' also used the &amp;quot;1911&amp;quot; name, they instead featured the [[Kimber Warrior]]. The base variant is relatively uncustomized, but extensive modification is available. By default, it is equipped with an 8-round magazine. It strangely has a 1911A1-style trigger, instead of the three hole trigger that the SW1911 normally has, and also does not have the SW1911's external extractor.&lt;br /&gt;
&lt;br /&gt;
The 1911 is the first weapon acquired unless the player goes out of their way to avoid it, and is the favored sidearm of both generic allied resistance members and hostile cultists. The 1911 also appears to be the standard sidearm of the Hope County Sheriff's Department being carried by all of its officers, and one is also (inaccurately) carried by US Marshal Burke in the first segment of the game (the United States Marshals Service issues [[Glock]] handguns in .40 S&amp;amp;W - no M1911 variants are authorized as service weapons). Amusingly, during the intro when it is stated that the cult &amp;quot;don't respect badges,&amp;quot; Marshal Burke grumbles that &amp;quot;they'll respect a nine millimeter,&amp;quot; making it seem like the problem is that he bought a .45.&lt;br /&gt;
&lt;br /&gt;
The pistol returns in ''Hours of Darkness'' as the main sidearm for most enemies and allies, and like the base game is usually the first firearm acquired (there is a Smith &amp;amp; Wesson Model 29 hidden before it). The model is unchanged and is thus anachronistic for the period that the DLC is set. Additionally, its appearance as the standard sidearm for Vietcong soldiers is odd - while North Vietnamese troops did on occasion make use of M1911-style pistols (including handmade copies), Soviet-designed firearms such as the [[Tokarev TT-33]] and [[Makarov PM]] were infinitely more common. &lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|400px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
[[Image:FC5-1911-2.jpg|thumb|none|600px|The basic 1911 in the store. Without an optic fitted, the rail mounting is not present. The description is a rather blatant lie since the base model is a 1924 M1911A1 rather than a WWI-era M1911, nevermind that the SW1911 has only been produced since 2003. This is a pre-1.5 patch shot: the &amp;quot;handling&amp;quot; stat of all versions of the SW1911 was reduced from 8 to 7 by that patch.]]&lt;br /&gt;
[[Image:FC5-1911-3.jpg|thumb|none|600px|The &amp;quot;Shark&amp;quot; variant wants you to be very scared of the recoil spring.]]&lt;br /&gt;
[[Image:FC5-1911-4.jpg|thumb|none|600px|It is not at all clear why this variant is called &amp;quot;Toaster&amp;quot; or why it is said to be chrome when its actual gimmick is a fancy floral engraved slide.]]&lt;br /&gt;
[[Image:FC5-1911-5.jpg|thumb|none|600px|The &amp;quot;Aerial Force&amp;quot; variant is part of a pre-order DLC pack that rather more usefully includes a free attack helicopter. This is now part of the paid DLC &amp;quot;Deluxe Pack.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-1911-6.jpg|thumb|none|600px|The &amp;quot;Doomsday Prepper&amp;quot; variant is another pre-order DLC model, and doubtless will lead to 9mm fans grumbling about how entirely too realistic it is for the game's version of America to contain a million identical M1911 variants. As of May 8th 2018, this variant is also part of the &amp;quot;Care Package&amp;quot; pack which is free to Season Pass holders or available as paid DLC.]]&lt;br /&gt;
[[Image:FC5-1911big-1.jpg|thumb|none|600px|The &amp;quot;Golden Aerie,&amp;quot; a long-barrel &amp;quot;prestige&amp;quot; variant with a compensator. Strangely, it seems the basic &amp;quot;1911 Extended&amp;quot; that this is a prestige version of is not actually in the game. This version got shoved out of the &amp;quot;featured&amp;quot; tab in patch 1.5, and is now relegated to being listed with the other sidearms.]]&lt;br /&gt;
[[Image:FC5-1911-1.jpg|thumb|none|600px|Like the Kimber of old, the SW1911 has a tendency to grow a rail mount in cutscenes, such as this one where Marshal Burke decides to explain his escape plan to his pistol rather than the Deputy.]]&lt;br /&gt;
[[Image:FC5-1911-7.jpg|thumb|none|600px|The Deputy holds the SW1911 after surviving a foolish attempt to achieve anything through the use of a helicopter in a videogame cutscene.]]&lt;br /&gt;
[[Image:FC5-1911-8.jpg|thumb|none|600px|Having escaped from that forest and into a different forest, she reloads her SW1911, wondering why she would need to use the BINOCULARS to see something twenty yards away.]]&lt;br /&gt;
[[Image:FC5-1911big-2.jpg|thumb|none|600px|As she does battle with the cult's elite &amp;quot;idiot on a jetski&amp;quot; unit she reloads the &amp;quot;Golden Aerie&amp;quot; variant, giving a nice view of the added compensator. Unfortunately, the in-cover positions for this weapon show that the &amp;quot;ports&amp;quot; in the compensator are actually solid.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
Submachine guns now all run on &amp;quot;SMG ammo&amp;quot; rather than the TEC-9 using pistol ammo as in ''Far Cry 4'': this is in spite of the fact that all of the SMGs in the game using 9x19mm or .45 ACP ammo as the pistols do. A special armor-piercing variety is also available.&lt;br /&gt;
&lt;br /&gt;
SMG ammo is noticeably rarer in ''Far Cry 5'', as there are no longer any enemy classes that solely wield SMGs (''Far Cry 3'' and ''4'' had SMG troops called &amp;quot;Chargers&amp;quot; armed with [[PP-19 Bizon]]s), but SMG ammo can still be acquired from the M11/9s carried by snipers and rocket troops.&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SMG-11&amp;quot; in this game, rather than being a [[MAC-10]] as in several other recent Ubisoft titles, is a [[Cobray M11/9]], or to be more exact an SWD M11/9 since it is select-fire and has the correct pin placements and fire selector location. It is incorrectly called &amp;quot;[[MAC-11]]&amp;quot; in ''Far Cry Arcade''. It can be distinguished from an Ingram-made MAC by the almost symmetrical length of the receiver forward and rear of the pistol grip, as opposed to the shorter rear of a MAC. It has a taller MAC-style charging handle with a notch cut into it so it does not disrupt the weapon's sightline: this type of charging handle is available for an M11/9. It also has a MAC-style stock, though it would only take about two minutes with a hacksaw to remove the extra wire loop from the Cobray stock.&lt;br /&gt;
&lt;br /&gt;
In the initial ''Far Cry 5'' demos it was called the &amp;quot;M11A1,&amp;quot; which is a name more commonly applied to the MAC-11 rather than the M11/9. Markings on the M11/9 correctly give the caliber as 9x19mm: though it defaults to a capacity of 24 rounds, the extended magazine upgrade gives it the correct 32. &lt;br /&gt;
&lt;br /&gt;
Like the real gun, it has semi and fully automatic fire modes. Unlike the real gun, it is very controllable in fullauto. As with the low-level SMGs in the previous ''Far Cry'' games, it is the default sidearm for enemies with sniper rifles or rocket launchers. Willis Huntley also uses one in the side-mission he is encountered in.&lt;br /&gt;
&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|400px|SWD / Cobray M11/9 SMG with folding stock - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MAC-1.jpg|thumb|none|600px|The M11/9 in the store. Pre-release images showed it without its front strap, which apparently angered the front strap and led to it colonizing several other weapons it has absolutely no business being on. The description invents the class &amp;quot;subcompact machine pistol,&amp;quot; which would only really make sense if it was a gun designed to be used by mice.]]&lt;br /&gt;
[[Image:FC5-MAC-2.jpg|thumb|none|600px|The Deputy holds her recently pilfered M11/9. Note that the fire selector is pointed to semi and the top part of the rear sight is missing: it should be a peephole rather than a notch.]]&lt;br /&gt;
[[Image:FC5-MAC-4.jpg|thumb|none|600px|Reloading the M11/9 in its standard colour scheme shows a flimsy attempt to hide this by adding &amp;quot;safe&amp;quot; and &amp;quot;fire&amp;quot; markings, nevermind that M11/9s do not use HK-style fire selector color codes (the settings are marked &amp;quot;SEMI&amp;quot; and &amp;quot;SMG&amp;quot;) and the M11/9's safety is a slider inside the trigger guard, which is completely missing on the in-game weapon. Note the long rear of the receiver which shows this is not a MAC.]]&lt;br /&gt;
[[Image:FC5-MAC-5.jpg|thumb|none|600px|The in-world model makes this even clearer.]]&lt;br /&gt;
[[Image:FC5-MAC-3.jpg|thumb|none|600px|Later the Deputy reloads her custom M11/9 with a Prestige color scheme and an optic fitted: doing the latter fits the M11/9 with a rail system more commonly seen on Airsoft guns, complete with a side extension to the charging handle. It also prevents the selector from ever being put into the &amp;quot;auto&amp;quot; position. The Deputy is thankful that this cannot stop her, since as an American she has an inalienable right to harm bears.]]&lt;br /&gt;
[[File:FC5-MAC-6.jpg|thumb|none|600px|Pulling the bolt back on a suppressed Cobray during a hostage rescue.]]&lt;br /&gt;
[[File:FC5-MAC-7.jpg|thumb|none|600px|Reloading again, this time using the charging handle extension under the RIS mount.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion Vz.61==&lt;br /&gt;
&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] returns in ''Far Cry 5'' as the &amp;quot;Skorpion.&amp;quot; Like the M11/9, it is part of the &amp;quot;sidearm&amp;quot; class of weapons, allowing it to be fired while the deputy is driving a vehicle or on a zipline. The weapon utilizes the game's new select-fire capability, but in an unusual way - fully automatic fire and a three-round burst are the only options, while semi-automatic is not. Obviously this is not how the Skorpion actually operates. Interestingly, there is actually an animation for this, with the fire selector visibly changing position, though it simply does so by itself rather than requiring any encouragement from the player character.&lt;br /&gt;
&lt;br /&gt;
The Skorpion unlocks at a resistance level of 2.&lt;br /&gt;
&lt;br /&gt;
A suppressed version can anachronistically be found in ''Hours of Darkness''. While older [[Vz. 61 Skorpion]]s did see use in the Vietnam War, the updated CZ Vz. 61 E that ''Far Cry 5's'' Skorpion is based on was not produced until the 1990s. &lt;br /&gt;
&lt;br /&gt;
[[File:Yugoslav Model 61 Skorpion.jpg|thumb|none|400px|CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[Image:FC5-Skorp-1.jpg|thumb|none|601px|You know, you shouldn't act like guns have feelings. They hate that.]]&lt;br /&gt;
[[Image:FC5-Skorpion-2.jpg|thumb|none|600px|The ''ludicrously'' expensive &amp;quot;Big Spender&amp;quot; prestige version is at least aptly named.]]&lt;br /&gt;
[[Image:FC5-Skorpion-3.jpg|thumb|none|600px|The Deputy holds a scoped, suppressed Skorpion as a dying cultist tries to persuade her dog to be his successor.]]&lt;br /&gt;
[[Image:FC5-Skorpion-4.jpg|thumb|none|600px|Reloading her Skorpion, she instantly regrets upgrading it to have a fancy stainless steel finish on a sunny day.]]&lt;br /&gt;
[[Image:FC5-Skorpion-5.jpg|thumb|none|600px|Having finally taken leave of her senses enough to buy the &amp;quot;Big Spender&amp;quot; version, the Deputy takes it out for a spin.]]&lt;br /&gt;
[[Image:FC5-Skorpion-6.jpg|thumb|none|600px|Reloading provides a suitable display of patriotism.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
&lt;br /&gt;
The same [[Heckler &amp;amp; Koch MP5A3]] from ''Far Cry 3'' and ''4'' with the unusual vented handguard reappears in ''Far Cry 5''. This time, the weird rear sight has been replaced with the normal diopter rear sight. The reload is now correct; instead of the motorized cocking handle from the previous two games that locked back on its own during an empty reload, the Deputy now locks back the bolt handle themselves: the charging handle also does not reciprocate when the weapon is fired as it did in the last two games. Despite having an S-E-F lower, the MP5 has auto, semi and burst modes, defaulting to burst for some reason. It is unlocked to purchase for achieving a resistance level of 1.&lt;br /&gt;
&lt;br /&gt;
As with the Skorpion, the fire selector on the MP5s actually moves to show the current fire mode. Strangely, rather than just inventing an extra fire selector position or having no &amp;quot;safe&amp;quot; position, the MP5s all use the fully up position (actually &amp;quot;safe&amp;quot;) for both burst and auto, and the middle position as semi.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP5-1.jpg|thumb|none|601px|MP5A3 on the store menu. Strangely, the gun has been reworked with an SEF trigger pack with upside-down selector markings, with the old model's Navy fire selector pointing at the position marked as &amp;quot;auto&amp;quot; which is actually &amp;quot;safe.&amp;quot; This is an all-new mistake for ''Far Cry 5'' given it was pointed in the right direction and on a Navy trigger pack in ''4''.]]&lt;br /&gt;
[[Image:FC5-MP5-2.jpg|thumb|none|600px|Like any good ''Far Cry'' protagonist, the Deputy understands neither the concept nor function of a suppressor.]]&lt;br /&gt;
[[Image:FC5-MP5-3.jpg|thumb|none|600px|Reloading: unlike in the last two games where the charging handle would helpfully put itself into the locked position at the start of the animation, the Deputy locks it back by hand. This is  done for the empty reload animation or when changing ammo types, otherwise the handle is not touched and the Deputy simply switches mags.]]&lt;br /&gt;
[[File:FC5-MP5-4.jpg|thumb|none|600px|The Deputy empty-reloads his MP5 while admiring several trophies inside a lodge.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as the &amp;quot;MP5K&amp;quot;. It is one of the &amp;quot;Club Rewards&amp;quot; for using Ubisoft's uPlay service, and costs 20 points to unlock. Oddly, it still counts as a full-size weapon and cannot be equipped to the sidearm slot. It has the same fire selector options as the MP5A3 and MP5SD3.&lt;br /&gt;
&lt;br /&gt;
A Prestige variant, &amp;quot;American Muscle,&amp;quot; was added on May 8th 2018 as part of the &amp;quot;Care Package,&amp;quot; a pack provided free to Season Pass holders and available as paid DLC outside this.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP5K-1.jpg|thumb|none|600px|The MP5K here is shown on the customize menu rather than the buy menu, showing the various options. The two suppressors are a round one and a design very obviously based on the SilencerCo Osprey: these two are just cosmetic options. Above are the various scopes, which change size to match the weapon they are mounted on, leading to comically tiny ELCAN scopes on some weapons.]]&lt;br /&gt;
[[Image:FC5-MP5K-4.jpg|thumb|none|600px|The &amp;quot;American Muscle&amp;quot; variant somehow resists repeating the joke about it not even being an American gun.]]&lt;br /&gt;
[[Image:FC5-MP5K-2.jpg|thumb|none|600px|The Deputy holds her MP5K as she discovers a sign indicating a carpole lane.]]&lt;br /&gt;
[[Image:FC5-MP5K-5.jpg|thumb|none|600px|Iron sights of the &amp;quot;American Muscle&amp;quot; variant: note the now-correct drum diopter rear sight rather than the weird thing the two previous games have used for their MP5s.]]&lt;br /&gt;
[[Image:FC5-MP5K-3.jpg|thumb|none|600px|Reloading: as with the other MP5s, the safety is on.]]&lt;br /&gt;
[[Image:FC5-MP5K-6.jpg|thumb|none|600px|The &amp;quot;American Muscle&amp;quot; variant allows her to perform the same action but in a much more patriotic fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
&lt;br /&gt;
Rounding out the MP5 family, the [[Heckler &amp;amp; Koch MP5SD]] is also available in the submachine gun arsenal as the &amp;quot;MP5SD:&amp;quot; it last appeared in the series in ''Far Cry 2''. While interesting from a variety standpoint, there is no tangible benefit to actually using the MP5SD3 in the campaign, as the regular MP5A3, unlocked significantly sooner (at resistance level 1 rather than 8), can itself be equipped with a suppressor to make it completely identical stat-wise and only slightly more expensive. It has the same fire selector options as the MP5A3 and MP5K.&lt;br /&gt;
&lt;br /&gt;
The ''Hours of Darkness'' DLC unlocks a Prestige variant, rather unimaginatively named the &amp;quot;Hours of Darkness&amp;quot; variant adorned with gold inlaid flowers and scales as well as a South Vietnamese flag tricolor red bars on the mag. &lt;br /&gt;
&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;
[[Image:FC5-MP5SD-1.jpg|thumb|none|601px|Unfortunately the front of the integral suppressor appears to have contracted some kind of vile disease. This is actually because, for no apparent reason, the integral suppressor is made from the same round suppressor model used by the other weapons.]]&lt;br /&gt;
[[Image:FC5-MP5SD-5.jpg|thumb|none|600px|Presumably this is the reward due to the more stealthy gameplay of ''Hours of Darkness''.]]&lt;br /&gt;
[[Image:FC5-MP5SD-2.jpg|thumb|none|600px|The Deputy holds her MP5SD as she looks over the ruins of an old aqueduct leading down from the mountains.]]&lt;br /&gt;
[[Image:FC5-MP5SD-3.jpg|thumb|none|600px|While looking for Captain Price, she reloads her MP5SD. Note the fire selector: this is the position used for burst and auto...]]&lt;br /&gt;
[[Image:FC5-MP5SD-4.jpg|thumb|none|600px|...while semi correctly uses the middle position.]]&lt;br /&gt;
[[File:FC5-MP5SD-8.jpg|thumb|none|600px|HK-slapping the MP5SD after rescuing a veterinarian.]]&lt;br /&gt;
[[Image:FC5-MP5SD-6.jpg|thumb|none|600px|The Deputy holds her vaguely-Vietnam-themed MP5SD3 as she admires a helicopter that has the Vietnam theme thing down a little better.]]&lt;br /&gt;
[[Image:FC5-MP5SD-7.jpg|thumb|none|600px|Reloading shows a South Vietnamese flag theme on the magazine but a star on the receiver, leading to some question as to which side this gun is supposed to be on.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
&lt;br /&gt;
Returning from ''[[Far Cry 4]]'', the [[Intratec TEC-9]] again reappears as the &amp;quot;A-99.&amp;quot; As with the Vz. 61 and the M11/9, it is classified as a sidearm alongside the handguns, which allows it to be used from a vehicle or while zip-lining. It inaccurately has auto and semi-auto fire modes, a feature which never existed on the TEC-9: auto-converted TEC-9s are auto-only, not select-fire.&lt;br /&gt;
&lt;br /&gt;
Oddly, despite that a modelled drum magazine already existed in ''Far Cry 4'', the ''Far Cry 5'' TEC uses the same straight magazine even if the capacity is upgraded. In addition, the ELCAN-style tube reflex sight's quick-release lever clips partway through the TEC's charging handle, which it did not do in the previous game.&lt;br /&gt;
&lt;br /&gt;
It is the last of the automatic weapons in the sidearm class to unlock, requiring a resistance level of 5.&lt;br /&gt;
 &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:FC5-TEC-1.jpg|thumb|none|601px|TEC-9 on the store menu. As before, it has both the side-mounted rear sling mount of a TEC-9 and the removable rear-mounted sling mount of a TEC-DC9. The charging handle seems to be pushed down here, meaning the safety is on, but it is not in the game itself. The description is a slightly wide-of-the-mark reference to the use of the TEC-9's older brother, the [[Interdynamic KG-99]], in the classic 80s TV series ''[[Miami Vice (TV Series)|Miami Vice]]''.]]&lt;br /&gt;
[[Image:FC5-TEC-2.jpg|thumb|none|600px|The Deputy holds a suppressed TEC-9 at the conclusion of a series of remarkably stupid decisions by all parties involved. Note that unlike in ''Far Cry 4'' where Ajay held the TEC-9 by grasping the magwell, the Deputy is shown using the magazine as a grip.]]&lt;br /&gt;
[[Image:FC5-TEC9-3.jpg|thumb|none|600px|Reloading: note the lifted-up charging handle meaning the safety is not on, and the unfortunate way it clips through the base of the scope.]]&lt;br /&gt;
[[File:FC5-TEC9-4.jpg|thumb|none|600px|Aiming a TEC-9 while blasting away at one of Faith's &amp;quot;Angels,&amp;quot; not to be confused with the Deputy's shovel-armed cooperative partner seen on the left.]]&lt;br /&gt;
[[File:FC5-TEC9-5.jpg|thumb|none|600px|The Deputy rechambers his TEC while The Shovel Knight rushes away to send cultist to their early graves.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] is added to the main game's store as part of the ''Dead Living Zombies'' DLC, keeping its &amp;quot;BZ19&amp;quot; moniker from previous games, as well as its left-handedness. As in previous games it is a very powerful weapon, boasting a 64-round magazine, the same damage as the .45 ACP Vector, and a slower rate of fire more conducive to accurate shooting. Equipping an extended magazine increases the weapon's capacity to an absurd 84 rounds (though still less than ''Far Cry 4'''s version, which held an even more impossible 100 rounds when upgraded). Oddly, as well as being given for free if the DLC is owned, the Bizon also comes with the ACOG sight, ELCAN-style tube reflex sight, both suppressors and the extended magazine already unlocked. Like most of the SMGs it starts out in three-round burst mode, which is not a feature on any real version of the Bizon. The PP-19 isn't very common in the United States; a more setting-appropriate choice would have been a [[Calico M960]] or [[American-180]].&lt;br /&gt;
                                                                       &lt;br /&gt;
A &amp;quot;super&amp;quot; version of the Bizon appears as the special weapon for the ''Dead Living Zombies'' mission ''Escape from the Rooftop''. This special version comes with a suppressor, tube reflex sight and 96-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bizon9x18.jpg|none|thumb|400px|PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC5-Bizon-1.jpg|none|thumb|600px|This joke would work a bit better if the Bizon-2 wasn't weird-looking to begin with.]]&lt;br /&gt;
[[Image:FC5-Bizon-2.jpg|none|thumb|600px|The Deputy uses her left-handed Bizon to open fire on a bear, too distracted by her gun ejecting a spent casing that is facing backwards to pull off the originally planned pun that involved shooting a bison. As with several other returning weapons like the RPG-7, the Bizon is not only held much closer to the screen, but for some reason also slightly tilted to the right.]]&lt;br /&gt;
[[Image:FC5-Bizon-3.jpg|none|thumb|600px|The player character in the ''Dead Living Zombies'' level ''Escape from the Rooftop'' uses the &amp;quot;super&amp;quot; Bizon: this variant was actually added to the ''Far Cry Arcade'' editor some time before the DLC came out.]]&lt;br /&gt;
[[Image:FC5-Bizon-4.jpg|none|thumb|600px|The Deputy reloads the Bizon after killing something that also isn't a bison.]]&lt;br /&gt;
&lt;br /&gt;
==MP34==&lt;br /&gt;
&lt;br /&gt;
A Prestige &amp;quot;Rye &amp;amp; Sons&amp;quot; version of the [[Steyr MP34]] from ''Far Cry 4'' (with added pointless MAC grip strap) was the reward for completing the eighth Live Event by having AI companions kill at least ten enemies: it was later offered again during the first repeat Live Event starting on August 7th 2018. It has more or less the same stats as the MP40, with just the rate of fire and handling swapped around. The MP34, like the MP40, is locked to full auto, though true Steyr MP34s were select-fire weapons. &lt;br /&gt;
&lt;br /&gt;
The standard version had a rather odd release: rather than being added once the Live Event finished, it was first added to the Far Cry Arcade map editor on May 25th 2018 as part of the 1.6 patch update. The standard version was released May 29th 2018: unlike most of the other standard variants of Live Event guns, it only has a single default paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mp34.jpg|none|thumb|400px|Steyr-Solothurn MP34- 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP34-1.jpg|none|thumb|600px|Sadly this is &amp;quot;worse&amp;quot; as in &amp;quot;not as good.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-MP34-5.jpg|none|thumb|600px|The standard version features a non-trademark-infringing version of the gun's reputation as &amp;quot;the Rolls-Royce of submachine guns.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-MP34-2.jpg|none|thumb|600px|The Deputy takes her MP34 out for a midnight stroll.]]&lt;br /&gt;
[[Image:FC5-MP34-3.jpg|none|thumb|600px|While paying a visit to the abstract concept storage yard of the most ramshackle radar station ever constructed, the Deputy reloads her MP34 as she admires the Not Drinking Water and box of Up.]]&lt;br /&gt;
[[Image:FC5-MP34-4.jpg|none|thumb|601px|The deputy notices that her MP34 has miraculously grown an accessory rail after mounting an optic, as is the case with many of ''Far Cry 5's'' weapons. She is at least grateful that this is not one of the Kyrati-made MP34s that have an unusable accessory rail affixed at all times.]]&lt;br /&gt;
[[Image:FC5-MP34-6.jpg|none|thumb|600px|The Deputy holds the standard version of the MP34 as she surveys the damage from too many people climbing the local radio tower to get new weapons.]]&lt;br /&gt;
[[Image:FC5-MP34-7.jpg|none|thumb|600px|Empty-reloading the standard version, the Deputy gives the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
&lt;br /&gt;
The [[MP40]] also appears - like most of the game's weapons, it has extensive customization options available, including (rather strangely) the addition of a MIL-STD-1913 rail and modernized optics. A rather unusual weapon for the Montana setting, where an American [[M3 &amp;quot;Grease Gun&amp;quot;]] or [[Thompson]] would make more sense. Some modern MP40 replicas are also available in the United States from importer German Sport Guns, though these models usually have a faux suppressor or lack athe stock and don't function in open-bolt, while the in-game weapon clearly does. The MP40 is the only SMG to lack selective-fire (being locked to fully automatic), which is accurate to the real gun. It will grow an aftermarket RIS rail if one is required.&lt;br /&gt;
&lt;br /&gt;
The MP40 unlocks at a resistance level of 4: this is rather strange since the MP5 unlocks much earlier and all of its stats are either the same or better.&lt;br /&gt;
&lt;br /&gt;
Oddly, it is the main submachine gun used by the Vietcong in ''Hours of Darkness''. While they did use MP40s supplied to them by the Soviets or captured from the French during the Indochina War, they chiefly used Soviet SMGs such as the [[PPSh-41]] or [[PPS-43]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP40-1.jpg|thumb|none|601px|This is not a hornet's nest you needed to kick, Ubisoft.]]&lt;br /&gt;
[[Image:FC5-MP40-2.jpg|thumb|none|600px|The Deputy holds an MP40, struggling to resist singing &amp;quot;Edelweiss&amp;quot; as her dog and cougar preemptively pretend they are not with her.]]&lt;br /&gt;
[[Image:FC5-MP40-3.jpg|thumb|none|600px|Aware of the danger of high cliffs, she reloads her MP40. It is not clear how this is going to help.]]&lt;br /&gt;
[[Image:FC5-MP40-4.jpg|thumb|none|600px|A male Deputy pulls the bolt back on his MP40 after a bout of helicopter-tipping.]]&lt;br /&gt;
[[File:FC5-MP40-5.jpg|thumb|none|600px|Using advanced detective skills, the Deputy finds that the sights are &amp;quot;right-on.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
&lt;br /&gt;
The second of the weekly club challenges was the first to add a new weapon, a [[TDI Vector]] in a very 80s color scheme called &amp;quot;4 Color Fun.&amp;quot; The Vector had already been found to be in the game files by enterprising hackers, and several PC players reported having the weapon fully unlocked to buy in the store (called &amp;quot;Vector .45 ACP Classic&amp;quot;) before it was removed by a patch. The &amp;quot;Classic&amp;quot; version was re-added to the store in the patch for the third weekly Live Event as a Prestige weapon, with the minor qualifier that it costs $7,200. At the time it was the only Prestige weapon which had multiple paint schemes.&lt;br /&gt;
&lt;br /&gt;
The Vector features an extremely high rate of fire, and like the MP5 it curiously defaults to burst fire mode. By default it has a 30-round magazine (reflecting the alleged capacity of the &amp;quot;MagEx 30&amp;quot; extended magazine before it had to be changed to &amp;quot;MagEx 25+&amp;quot; over quality control issues), which increases to an incorrect 40 with an extended mag upgrade. The model is slightly reworked from ''Far Cry 4'', in particular deleting the old model's unusable flashlight. The unlock condition for it was to play Far Cry Arcade maps for 40 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC5-Vector-1.jpg|thumb|none|600px|This appears to be the less well-known Coleco Vector.]]&lt;br /&gt;
[[Image:FC5-Vector-4.jpg|thumb|none|600px|The &amp;quot;Classic&amp;quot; Vector on the menu. The 1.5 patch moved this version from the SMG tab to the &amp;quot;featured&amp;quot; tab and removed &amp;quot;Classic&amp;quot; from the weapon's name.]]&lt;br /&gt;
[[Image:FC5-Vector-2.jpg|thumb|none|600px|After slapping a suppressor and an ACOG scope on her gaudy lump of plastic, the Deputy resumes her usual hobby of murdering random wildlife.]]&lt;br /&gt;
[[Image:FC5-Vector-3.jpg|thumb|none|600px|Reloading the Vector. Since it was already modelled with a 3-position fire selector (and has been since ''Far Cry 3''), it is not incorrect for it to have safe, semi and burst modes. Like the Skorpion, changing the fire mode visibly moves the fire selector, though there is no corresponding hand animation and it simply moves by itself.]]&lt;br /&gt;
[[Image:FC5-Vector-6.jpg|thumb|none|600px|The paint schemes for the regular version of the Vector include the &amp;quot;Red Stopper&amp;quot; scheme, which replicates the look of the &amp;quot;Shredder&amp;quot; from the previous game.]]&lt;br /&gt;
[[Image:FC5-Vector-5.jpg|thumb|none|600px|The Deputy reloads the &amp;quot;Classic&amp;quot; Vector in its default color scheme as she takes on the dreaded giant doom-cow.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
All shotguns have three ammunition types: normal buckshot, incendiary buckshot, and slugs.&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
&lt;br /&gt;
The [[Baikal MP-133]] returns as the &amp;quot;M133&amp;quot;, the principal pump-action shotgun in ''Far Cry 5''. While MP-133s can still be found in the US, they are far less common than domestically produced pump-actions from Remington, Ithaca or Mossberg, making it somewhat strange. There is a standard length variant with wood furniture (including as before a forend from a Remington 870), a pistol-grip version with synthetic furnishings, and a shorty variant. The full-length version is commonly found being used by both enemies and allied NPCs, and is used by Deputy Hudson in the introduction.&lt;br /&gt;
&lt;br /&gt;
The MP-133 has a capacity of 7, which is actually correctly implemented on an empty reload by having the Deputy load a single shell into the action before loading the magazine tube. Unfortunately this same animation is also used when switching ammo types, without any animation for unloading the shotgun first.&lt;br /&gt;
&lt;br /&gt;
The basic MP-133 is unlocked by default, while the &amp;quot;M&amp;quot; version requires a level of 2. The &amp;quot;MS&amp;quot; requires a slightly ludicrous 7, though why anyone would use it when they have already unlocked the much better SPAS is not clear. &lt;br /&gt;
&lt;br /&gt;
A reworked version of the full-length Baikal is the only shotgun in ''Hours of Darkness''. Among other things it has the vented barrel rib and RIS rail removed, a shortened magazine tube, and an Ithaca-style forend. The MP-133 is anachronistic since it entered production nearly three decades after the Vietnam War. The Vietcong did not commonly use shotguns, so it would be more appropriate to either use the existing double-barrel shotgun (reflecting an irregular soldier's hunting shotgun), the very common Stevens Model 77E used by South Vietnamese forces, or one of the shotguns used by the US Marine Corps or US Army like the [[Remington 870]] or one of the various Winchester pump-actions.&lt;br /&gt;
&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
[[File:Baikal MP-133 Pistol Grip.jpg|thumb|none|400px|Baikal MP-133 with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:FC5-MP133-1.jpg|thumb|none|600px|MP-133 on the store menu.]]&lt;br /&gt;
[[Image:FC5-MP133-2.jpg|thumb|none|601px|&amp;quot;M&amp;quot; (presumably &amp;quot;modernized&amp;quot;) variant.]]&lt;br /&gt;
[[Image:FC5-MP133-3.jpg|thumb|none|601px|The &amp;quot;MS&amp;quot; (&amp;quot;modern, sawed&amp;quot; according to the editor) comes with a fancy heat shield. It also somehow has the same capacity as the full-size version. It also has the same stats aside from one less point in accuracy and range: the green boosts shown here are from the reflex sight mounted on it. The 1.5 patch, however, gave it a base handling score of 6 rather than 5.]]&lt;br /&gt;
[[Image:FC5-MP133-4.jpg|thumb|none|600px|The MP-133 is one of the cheaper &amp;quot;Prestige&amp;quot; weapons, probably because the result looks like a prop from a ''Harry Potter'' movie.]]&lt;br /&gt;
[[Image:FC5-Baikal-5.jpg|thumb|none|600px|Smouldery the Bear discovers to his cost that a shotgun full of incendiary rounds indicates someone who has no intention of preventing forest fires.]]&lt;br /&gt;
[[Image:FC5-MP133-6.jpg|thumb|none|600px|Performing an empty reload or changing ammo types has the Deputy start by opening the action to place a shell directly into the breech. This is probably because the old reload (loading one shell, pumping the forend and then loading the rest) confused less gun-literate players into thinking that the reload animation was glitching out and happening twice.]]&lt;br /&gt;
[[Image:FC5-MP133-7.jpg|thumb|none|600px|She then loads the rest into the magazine tube as her dog gets bored of this and starts chasing his own tail.]]&lt;br /&gt;
[[Image:FC5-MP133-8.jpg|thumb|none|600px|The pistol-grip &amp;quot;M&amp;quot; version's only real difference in first-person is the color of the forend.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-MP133-9.jpg|thumb|none|600px|The &amp;quot;MS&amp;quot; variant can at least be distinguished from the base model. It is not nearly as effective against helicopters as this shot might suggest.]]&lt;br /&gt;
[[Image:FC5-MP133-10.jpg|thumb|none|600px|On the other hand, it is ''exactly'' as effective against wolves as this one suggests.]]&lt;br /&gt;
[[Image:FC5-MP133-11.jpg|thumb|none|600px|Wendell Redler holds the ''Hours of Darkness'' version of the MP-133 as he begins to suspect that the VC soldier who said this sniper rifle came with a tactical light may not have been being entirely forthright. Note it has &amp;quot;MN500&amp;quot; on the side of the receiver, which suggests it is perhaps supposed to be a [[Mossberg 500]], though it is clearly still the Baikal model.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
&lt;br /&gt;
A [[Double Barrel Shotgun]] appears as the &amp;quot;SBS&amp;quot; (presumably &amp;quot;side-by-side&amp;quot; since it is certainly not a short-barrel shotgun). It has superior range to the MP-133, making it more suitable for use with slug ammunition, has a tighter spread when firing buckshot and switches ammunition types faster than the tube magazine shotguns, though it is a little curious that the pump-action shotgun is unlocked before the break-open one since the former is still superior in most situations. The &amp;quot;SBS&amp;quot; is also the only weapon in the shotgun category that cannot accept a suppressor (the &amp;quot;D2&amp;quot; is classified as a sidearm). It is unlocked at a resistance level of 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|400px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:FC5-Shotgun-1.jpg|thumb|none|601px|Well-suited to making those darn kids get off your lawn.]]&lt;br /&gt;
[[Image:FC5-Shotgun-2.jpg|thumb|none|600px|See, even they think so.]]&lt;br /&gt;
[[Image:FC5-Shotgun-3.jpg|thumb|none|600px|The Deputy decides that grandpa's shotgun will be all she needs to deal with these gosh darned cultists.]]&lt;br /&gt;
[[Image:FC5-Shotgun-4.jpg|thumb|none|600px|Like the Double Rifle in the previous game, the &amp;quot;SBS&amp;quot; has two different reload animations: here the gun ejects only the spent shell in the left barrel. The one in the right barrel has a struck primer, but at this point you may be noticing a trend.]]&lt;br /&gt;
[[Image:FC5-Shotgun-5.jpg|thumb|none|600px|She then loads a new shell.]]&lt;br /&gt;
[[Image:FC5-Shotgun-6.jpg|thumb|none|600px|Firing both barrels allows the Deputy to put everything she learned playing ''Doom'' to good use.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
&lt;br /&gt;
A [[Sawed-Off Double Barrel Shotgun]] appears under the same &amp;quot;D2&amp;quot; name used in ''Far Cry 4'': as in that game, it is classified as a sidearm rather than a shotgun. This time around, it's an actual shotgun and not a cut-down .700 Nitro elephant rifle. It also appears to have been manufactured as a short barrel shotgun: while it has a plate that suggests the grip is cut down, it has a front sight. Thus, it is actually just a short double-barrel shotgun with a pistol grip rather than a true &amp;quot;sawed-off.&amp;quot; It is unlocked at a resistance level of 5.&lt;br /&gt;
&lt;br /&gt;
Unlike in the other games, the Deputy does not fire both barrels at once: instead they fire one at a time (the left one first), and like with the double rifle in the previous game, there is a different reload animation for the weapon if only one barrel has been fired.&lt;br /&gt;
&lt;br /&gt;
A Prestige variant, &amp;quot;Sin Eater,&amp;quot; is granted for free as a reward for defeating Faith Seed. A second Prestige variant, the &amp;quot;Outlaw,&amp;quot; was added on May 8th 2018 as part of the &amp;quot;Care Package,&amp;quot; a pack provided free to Season Pass holders and available as paid DLC outside this.&lt;br /&gt;
&lt;br /&gt;
[[Image:FuryRoadSarasqueta.jpg|thumb|none|400px|Screen-used Victor Sarasqueta sawed-off shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[Image:FC5-D2-1.jpg|thumb|none|601px|Given how many things have featured both wastelands and sawed-off shotguns, it is very hard to tell what this is a reference to. At least it's an actual shotgun this time.]]&lt;br /&gt;
[[Image:FC5-D2-2.jpg|thumb|none|601px|Menu image of the &amp;quot;Sin Eater&amp;quot; prestige variant, which is unlocked for defeating Faith, one of Joseph Seed's three &amp;quot;Heralds.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-D2-6.jpg|thumb|none|600px|&amp;quot;Outlaw&amp;quot; variant on the menu: note that currently, it has the exact same description as the regular version.]]&lt;br /&gt;
[[Image:FC5-D2-3.jpg|thumb|none|600px|The Deputy holds the double-barrel shotgun, hoping nobody is in that watchtower.]]&lt;br /&gt;
[[Image:FC5-D2-4.jpg|thumb|none|600px|Finding a more appropriate target, she gives him a good blasting. Though only with one barrel.]]&lt;br /&gt;
[[Image:FC5-D2-5.jpg|thumb|none|600px|Reloading: the &amp;quot;D2&amp;quot; has the same reloading animations as the &amp;quot;SBS.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
&lt;br /&gt;
A left-handed [[Franchi SPAS-12]] is featured once again with the same odd RIS rear sight: it is second-to-last shotgun to unlock at a resistance level of 6, and the only one which is semi-automatic. As before it has no stock, but it now features a full-length barrel and magazine tube. It now has a slightly-more correct reload than previous incarnations: rather than pumping the forend during the reload which is not possible when the weapon is in semi-auto, the side mounted charging handle is used. The empty reload has the Deputy load a shell into the chamber first and then ride the charging handle forward before loading the rest into the magazine tube, explaining the 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
Of course nothing explains the &amp;quot;super shotgun&amp;quot; version in ''Dead Living Zombies''' level ''Fields of Terror'', which can load 24 shells at a time. Nor is anything supposed to, since ''Dead Living Zombies'' takes place entirely within the imagination of the person Guy Marvel is talking to.&lt;br /&gt;
&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|400px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[Image:FC5-SPAS-1.jpg|thumb|none|601px|The description seems a little far-fetched since there's no way that didn't already mean &amp;quot;punching people&amp;quot; in ''Far Cry's'' universe.]]&lt;br /&gt;
[[Image:FC5-SPAS-2.jpg|thumb|none|600px|Prestige version with an almost-certainly-untrue description.]]&lt;br /&gt;
[[Image:FC5-SPAS-3.jpg|thumb|none|600px|The Deputy wonders if the cult's mind-controlling drugs may be having some side effects as she holds a suppressed left-handed SPAS-12 fitted with a medium-range rifle scope. This optic is referred to as the &amp;quot;Enhanced Ranger&amp;quot; and appears to be based on the integral scope of the [[Steyr AUG]] A3 SF.]]&lt;br /&gt;
[[Image:FC5-SPAS-4.jpg|thumb|none|600px|Figuring she might as well go along with it, she loads her SPAS with some blue shells to annoy whoever is in first place. Note that as is common in videogames she is not pressing the carrier latch button: the SPAS cannot actually be loaded unless this is pressed. The owner's manual in fact recommends flipping the SPAS upside-down to reload it, pushing the latch with the right thumb while loading with the left hand, making it one of the few times a flashy videogame reload would be entirely justified.]]&lt;br /&gt;
[[File:FC5-SPAS-5.jpg|thumb|none|600px|Aiming the SPAS-12 at a rather smelly cultist bigwig.]]&lt;br /&gt;
[[File:FC5-SPAS-6.jpg|thumb|none|600px|In another instance, the Deputy chamber-loads his shotgun while standing around Hurk and Sharky.]]&lt;br /&gt;
[[File:FC5-SPAS-7.jpg|thumb|none|600px|Having some success in burning the stockyards to the ground, the Deputy chambers the first round into his SPAS while being assailed by an unseen beast.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
&lt;br /&gt;
The [[Winchester Model 1887]] was added to the game as a part of its fifteenth Live Event on July 17, 2018 (also the release day for the ''Lost on Mars'' DLC). Like the TDI Vector and VHS-D2 from previous live events, the 1887 was awarded for playing in the game's Arcade mode for 40 minutes: the reward version, &amp;quot;Arcade West,&amp;quot; has a similarly gaudy color scheme to the reward versions of those two weapons. It is largely the same as it was in ''Far Cry 4'', though it now boasts a new empty reload animation where the Deputy will place one shell in the breech before loading the magazine tube. This doesn't quite explain how it ends up with a capacity of 7 rounds when the tubular magazine only holds 5. As before, it always has a small section of rail ahead of the rear sight for mounting optics.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester1887shotgun.jpg|thumb|none|400px|Winchester 1887 shotgun - 12 gauge]]&lt;br /&gt;
[[Image:FC5-1887-1.jpg|thumb|none|600px|It can be assumed the only reason this isn't called &amp;quot;Galleria&amp;quot; is because ''Blood Dragon'' already did that.]]&lt;br /&gt;
[[Image:FC5-1887-6.jpg|thumb|none|600px|Regular version: note the silly space gun from ''Lost On Mars'' trying to sneak its way onto the page at the bottom of the selection menu. Since this shot was taken, a new update has re-ordered the store menu (again), moving all the DLC special weapons to the &amp;quot;featured&amp;quot; tab.]]&lt;br /&gt;
[[Image:FC5-1887-2.jpg|thumb|none|600px|The Deputy holds her Coleco Model 1887 as she prepares to ignore the most obvious route across a gorge.]]&lt;br /&gt;
[[Image:FC5-1887-3.jpg|thumb|none|600px|Due to ''Far Cry 5's'' different gun model position, the action is normally either almost or entirely off-screen: ducking, however, shows it is still fully animated.]]&lt;br /&gt;
[[Image:FC5-1887-4.jpg|thumb|none|600px|The Deputy shows off the new empty reload animation of the 1887, first chamber-loading one shell...]]&lt;br /&gt;
[[Image:FC5-1887-5.jpg|thumb|none|600px|...then loading the remaining six shells into the five-shell magazine tube. As you do.]]&lt;br /&gt;
[[Image:FC5-1887-7.jpg|thumb|none|600px|The Deputy combines her good old-fashioned 1887 with some of that there newfangled progress.]]&lt;br /&gt;
[[Image:FC5-1887-8.jpg|thumb|none|600px|Switching to the weathered &amp;quot;Wooden Cowboy&amp;quot; paint scheme, she goes for a quick slide. This gives, if I may say, a mighty fine view of the weapon.]]&lt;br /&gt;
[[Image:FC5-1887-9.jpg|thumb|none|600px|Later she reloads her 1887 after dealing with one of them ornery horseless buggies.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off Winchester Model 1887==&lt;br /&gt;
&lt;br /&gt;
Sometime in late July 2018 a sawed-off version of the [[Winchester Model 1887]] called the &amp;quot;1887-T&amp;quot; (for &amp;quot;Tactical&amp;quot;) was added to the game, though it had been found in the game files some time before this. It features decreased accuracy but improved handling, and has the same accessory options as the regular weapon. Unlike the &amp;quot;87&amp;quot; in the previous game it does not count as a sidearm, and so sadly does not have a special spin-cocking animation when fired while driving. It is heavily reworked from the ''Far Cry 4'' weapon model, now sporting a full-length RIS rail mounted on half-shroud resembling a heat shield. It has the same incorrect 7-round capacity as the regular version.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[Image:FC5-1887short-1.jpg|thumb|none|600px|Store menu showing the &amp;quot;1887-T&amp;quot; variant in its default all-over black.]]&lt;br /&gt;
[[Image:FC5-1887short-2.jpg|thumb|none|600px|Aided by the &amp;quot;Old n' Gold&amp;quot; paint scheme (which should have been called &amp;quot;Old Yeller,&amp;quot; but nevermind) the additional tactical-ness of her short 1887 allows the Deputy to take on even the dreaded Montana Naval Bear. Note that the rail appears to be secured with screws that go straight into the barrel, which may not be the best idea in the world.]]&lt;br /&gt;
[[Image:FC5-1887short-3.jpg|thumb|none|600px|After fitting her sawed-off 1887 with a suppressor for no good reason, the Deputy gets to work fighting more conventional bears, opening the action after firing the final shot. Note that the barrel is not completely hollow and is instead shown as blocked-off partway into the chamber.]]&lt;br /&gt;
[[Image:FC5-1887short-4.jpg|thumb|none|600px|Reloading the standard version.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
All rifles use a single common type of ammunition, of which there are normal and armor-piercing types.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional custom rifle known as the &amp;quot;AR-C&amp;quot; is available. It is the standard weapon for most enemies and allies, and is fast-firing in fully automatic mode and fairly accurate when firing single shots or short bursts, but deals relatively puny damage. While the name would imply it is supposed to be a [[Remington ACR]] it only superficially resembles one, and includes a number of features which show it to be an [[M16 rifle series|AR-pattern rifle]] such as an AR bolt release paddle (that is never used when reloading, the Deputy opting instead to rack the charging handle). The delineation between upper and lower is clearly AR-based, though the rear does not come together in quite the same way: the receiver appears to have been based on a Mega Arms MATEN ambi .308 upper and lower set (hence the lack of a forward assist), swapping the magwell for one from a 5.56mm lower. &lt;br /&gt;
&lt;br /&gt;
It has an M-LOK carbine handguard which is attached using Daniel Defense's patented &amp;quot;Bolt-Up&amp;quot; mounting system, wherein the handguard is attached using hex bolts that pass through a plate clamped around a modified barrel nut. It uses the older Bolt-Up system with six bolts: the current version only has four, deleting the two at the 3 and 9 o'clock positions. Presumably the handguard is supposed to be a Daniel Defense MFR M-LOK, though the spacing of the holes in it is completely incorrect for that. Rounding things out is a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, a Radian Weapons Raptor ambidextrous charging handle and a stock which is an amalgamation of a Magpul UBR and ACS.&lt;br /&gt;
&lt;br /&gt;
The weapon has semi, auto, and three-round burst fire modes available, even though the selector only has three positions (in practice this means semi is depicted correctly but burst and auto both have the selector in the auto position), and has HK-style white and red fire mode markings. It feeds from 30-round PMAGs with Ranger Plates: the grip ribs on these are rather shallow and get into the realm of complete fiction towards the rear. Its rate of fire is absurdly fast for an AR-type rifle, approaching that of some SMGs. The rear sight has two V-notch settings, only one of which can actually be used. While Picatinny rear sights with a notch in place of the large aperture exist, a sight with both settings as notches is extremely unusual and may well be completely fictional.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;super&amp;quot; variant with a 50-round magazine, suppressor and red dot sight appears as a special weapon in ''Dead Living Zombies''.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-ARC-1.jpg|thumb|none|600px|The default &amp;quot;AR-C,&amp;quot; and one of the many victims of the plague of useless front straps currently sweeping Montana. Note the incorrect claim that this select-fire rifle is semi-automatic, and that per videogame tradition, the front iron sight is mounted backwards. The 1.6 update changed the range of all &amp;quot;AR-C&amp;quot; variants from 5 to 6.]]&lt;br /&gt;
[[Image:FC5-ARC-2.jpg|thumb|none|600px|The Deluxe Pack's exclusive &amp;quot;Silver &amp;amp; Carbon Fiber&amp;quot; &amp;quot;AR-C&amp;quot; has this nice two-tone paint scheme and less nice repetition of the incorrect claim that it is semi-automatic. Clarification on whether it is suitable for several different end of the world scenarios or the world ending multiple times would be more appreciated, as one is substantially more useful than the other.]]&lt;br /&gt;
[[Image:FC5-ARC-3.jpg|thumb|none|600px|The paint scheme improves functionality by frightening the components into alignment.]]&lt;br /&gt;
[[Image:FC5-ARC-4.jpg|thumb|none|600px|''Far Cry 5'' demonstrates the magic words needed to start a 55-page argument about direct gas impingement on any gun forum.]]&lt;br /&gt;
[[Image:FC5-ARC-5.jpg|thumb|none|600px|Marshal Burke hands the Deputy an &amp;quot;AR-C&amp;quot; after the arrest predictably goes horribly wrong. Strangely, the &amp;quot;AR-C&amp;quot; in this sequence does not have iron sights fitted until control is handed back to the player.]]&lt;br /&gt;
[[Image:FC5-ARC-6.jpg|thumb|none|600px|The Deputy succeeds in finding an &amp;quot;AR-C&amp;quot; with a set of irons, though being on a radio tower, wonders if an optic would've been more effective. She's also very thankful she won't have to make a habit of climbing radio towers in this game. This variant of the &amp;quot;AR-C&amp;quot; with a white lower is the version used by cultists: if the weapon is acquired from the store, picked up from a dead friendly NPC or found lying around, it will have a black lower.]]&lt;br /&gt;
[[Image:FC5-ARC-7.jpg|thumb|none|600px|The Deputy would later say she was so shocked that the giant magazine actually had ammunition in it that she could not act before it ate her friend.]]&lt;br /&gt;
[[Image:FC5-ARC-8.jpg|thumb|none|600px|Reloading the &amp;quot;Silver &amp;amp; Carbon Fiber&amp;quot; version: note the Battle Arms Development Enhanced Single-Side fire selector, which amazingly is actually set to &amp;quot;auto.&amp;quot;]]&lt;br /&gt;
[[File:FC5-ARC-9.jpg|thumb|none|600px|Charging a black AR-C while admiring the charred handiwork of Sharky. The bolt never appears to be locked back on any of the AR variants in-game, which is incorrect or the bolt-hold-open system/bolt-catch just happen to always be defective on all rifles. This procedure is accurate for changing ammo types, though.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
&lt;br /&gt;
In the hand-drawn intro of ''Hours of Darkness'', Vietcong soldiers are shown holding [[AK-47]]s, with both slab-sided and ribbed magazines. They use the game's regular AKM during actual gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ak_54.jpg|thumb|400px|none|Type III AK-47 with prototype slab sided magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|400px|none|Final Production version of the Type III AK-47 with cleaning rod removed and laminated stock - 7.62x39mm]]&lt;br /&gt;
[[Image:FC5-AK47-2.jpg|thumb|600px|none|A VC soldier has a bad day as he discovers his helmet is too big and his AK has somehow ended up with a metal handguard.]]&lt;br /&gt;
[[Image:FC5-AK47-1.jpg|thumb|600px|none|One of his comrades brandishes an AK with a ribbed magazine as he uses it to demonstrate his disregard for capitalist rules of perspective.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
&lt;br /&gt;
While the strange [[AK-103]] that appeared in ''Far Cry 3'' and ''4'' has now been replaced with an AKM, the old model is briefly seen in phone footage that the Deputy views in the game's opening cutscene.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|400px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[Image:FC5-AK103-1.jpg|thumb|none|600px|For some reason this image has those blurred moving borders that people use to try to prevent content ID matches on Youtube.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
&lt;br /&gt;
An [[AKM]] missing its optic mounting bracket replaces the strange [[AK-103]] rifle seen in the previous two installments. The default AKM appears under the usual &amp;quot;AK-47&amp;quot; moniker, while a tactical version appears as the &amp;quot;AK-M&amp;quot;, taking the &amp;quot;modernized&amp;quot; factor (M in 'AKM') to a whole new level. Like the AR-C, it has a fire selector with full auto, semi-auto, and three round burst modes available. While AK variants with four-setting fire selectors do exist, the AKM is not one of these. The selector on the model only has the normal AK setting stops, and does not move to reflect the firemodes anyway: it is always in the fully down (semi auto) position. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AK-M&amp;quot; variant features a rather interesting rail layout: rather than using a rail-top handguard, it has a half-handguard with side and underside rails, a railed gas tube, and a part-length rail on top of the receiver cover extending back from a standard rear sight block, which appears to be a fictional part-length version of the Parabellum Armament AKARS rail. It has a &amp;quot;birdcage&amp;quot; style flash hider rather than a standard AK version, an illuminated front sight pin, an AR-style stock adaptor with a stock heavily based on a Mission First Tactical Battlelink Minimalist AR stock, and uses magazines that seem to be a sort of halfway house between Magpul and Tapco AK mags.&lt;br /&gt;
&lt;br /&gt;
The two &amp;quot;prestige&amp;quot; AK variants both use the name &amp;quot;AK-MS&amp;quot; which should mean they have underfolding stocks, but neither does. Instead, their main feature is barrels shortened to the point the front sight is mounted directly in front of the gas block: it could be assumed the &amp;quot;S&amp;quot; in these names is supposed to stand for &amp;quot;short&amp;quot; rather than &amp;quot;Skladnoy&amp;quot; (&amp;quot;Collapsible&amp;quot; or &amp;quot;Folding&amp;quot; in Russian, used to denote weapons with folding or retractable stocks. &amp;quot;Ukorrochenniy&amp;quot; or &amp;quot;Shortened&amp;quot; would denote a shorter weapon.)  One called &amp;quot;The Whitetailer&amp;quot; features an AR stock adaptor like the regular &amp;quot;AK-M,&amp;quot; while the other, the &amp;quot;Warrior,&amp;quot; has no stock at all. The latter is vaguely reminiscent of the shortened [[AKMS]] from ''[[Terminator 3: Rise of the Machines]]''.&lt;br /&gt;
&lt;br /&gt;
Oddly the AK is the highest-level weapon in the rifle category, requiring a resistance level of 5 for the basic AKM and six for the custom version. It also somehow has a higher damage rating than the M14 and SOCOM 16, despite the latter being 7.62x51mm NATO battle rifles.&lt;br /&gt;
&lt;br /&gt;
The default wood-furnished AKM with a slightly tweaked skin to make it look more weathered is used by Vietcong soldiers in the ''Hours of Darkness'' DLC. In real life, it was far more common for the Vietcong to use the actual [[AK-47]] or Chinese [[AK-47#Norinco_Type_56|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:FC5-AK-1.jpg|thumb|none|601px|The default AKM clearly has no idea of the horrors that await below. The 1.6 patch increased the range of all AK variants from 5 to 6.]]&lt;br /&gt;
[[Image:FC5-AK-2.jpg|thumb|none|601px|The &amp;quot;AK-M,&amp;quot; more or less just the default AK after being coated in glue and thrown into a box of aftermarket accessories. The description is true of the ''actual'' AKM, but this one is only really likely to be used by ninjas around the mall.]]&lt;br /&gt;
[[Image:FC5-AK-3.jpg|thumb|none|600px|Rather like the &amp;quot;1911 Extended,&amp;quot; the &amp;quot;AK-MS&amp;quot; the two Prestige variants are based on is not available as a regular weapon.]]&lt;br /&gt;
[[Image:FC5-AK-4.jpg|thumb|none|600px|You could put five suppressors on this and it would still be too loud. The 1.5 patch changes this variant to have an accuracy of 4 but a 6 in handling.]]&lt;br /&gt;
[[Image:FC5-AK-5.jpg|thumb|none|600px|The Deputy holds an AKM as she prepares to arrest a wolf for reenacting scenes from ''Okami'' without a permit.]]&lt;br /&gt;
[[Image:FC5-AK-6.jpg|thumb|none|600px|Reloading uses the classic fancy AK reload of using the new magazine to hit the mag release and flicking the old mag out. Note the fire selector is incorrectly in the fully down (semi auto) position.]]&lt;br /&gt;
[[Image:FC5-AK-7.jpg|thumb|none|600px|The same action for the custom &amp;quot;AK-M&amp;quot; version of the AKM shows off the polymer magazine.]]&lt;br /&gt;
[[Image:FC5-AK-8.jpg|thumb|none|600px|The Deputy then correctly rocks the new magazine into place as she gains a perk point for shooting an extremely dangerous lake.]]&lt;br /&gt;
[[Image:FC5-AK-9.jpg|thumb|none|600px|Reloading one of the &amp;quot;AK-MS&amp;quot; variants, &amp;quot;The Whitetailer:&amp;quot; note the shorter barrel. The &amp;quot;Warrior&amp;quot; version would look the same as this only uglier, since as with the MP-133's &amp;quot;M&amp;quot; variant the lack of a stock is not really visible in the first-person animations.]]&lt;br /&gt;
[[Image:FC5-AK-10.jpg|thumb|none|600px|The male Deputy charges his AKM after funneling a bunch of cultists into a deathtrap.]]&lt;br /&gt;
[[File:FC5-AK-11.jpg|thumb|none|600px|The Deputy's attempt at checking his AK's sights is rudely interrupted by the cult's private air force.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
&lt;br /&gt;
''Hours of Darkness'' introduces an [[M16A1]] as one of the available weapons: it has a forward assist, the correct &amp;quot;birdcage&amp;quot; flash hider, and a triangular handguard, and has a tape-and-string handling loop on the magazine. It is very obviously a reskin of the base game's &amp;quot;AR-C,&amp;quot; featuring the ridiculous fire rate and completely identical stats to the 1.6 version, unchanged sound effects and animations, and allowing semi, burst, and auto despite having a conventional three-position fire selector. The M16A1, like some of the DLC's other weapons, was also made available in the main campaign store, unlocked for free just by owning the DLC. Strangely, it is referred to as the &amp;quot;MK16&amp;quot; when viewed on the weapon wheel in ''Hours of Darkness'' (which is a very misleading &amp;quot;derived name&amp;quot; because it is the USSOCOM designation for the [[SCAR-L]]), but is appropriately named &amp;quot;M-16&amp;quot; when viewed in the main game's store.&lt;br /&gt;
&lt;br /&gt;
The M16A1 is mostly found in the later stages of the DLC (and seldom so), offering few advantages besides rate of fire over the AKM. However, an M16A1 with a suppressor is the first suppressed rifle the player is likely to find, offering some utility for stealth. Wendell's buddy Joker also uses an M16A1 if the player manages to rescue him from captivity and selects him as an AI companion.&lt;br /&gt;
&lt;br /&gt;
Like the other weapons from ''Hours of Darkness'', the M16A1 only has a single default paint scheme in the main game.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|400px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:FC5-M16-1.jpg|thumb|none|600px|Continuing the theme of being the same as the &amp;quot;AR-C,&amp;quot; the M16A1 demonstrates the ''other'' magic words needed to start a 55-page argument about direct gas impingement on any gun forum. Note the stats are different to the &amp;quot;AR-C&amp;quot; menu image above: as noted there, this is because that image reflects the weapon's original stats, while the M16A1 copies the 1.6 stats.]]&lt;br /&gt;
[[Image:FC5-M16-2.jpg|thumb|none|600px|Wendell's buddy &amp;quot;Joker&amp;quot; loads his M16A1 during the comic-book intro: note that here he uses a straight 20-round mag, while in the game all M16A1s use a 30-rounder. Despite making the war movie survival errors of smiling and having a cheerful nickname, he somehow avoids being killed in the helicopter crash.]]&lt;br /&gt;
[[Image:FC5-M16-3.jpg|thumb|none|600px|Wendell holds a suppressed M16A1 as he contemplates a time-travelling polymer magazine.]]&lt;br /&gt;
[[Image:FC5-M16-5.jpg|thumb|none|600px|The Deputy reloads her M16A1: note that as on the &amp;quot;AR-C,&amp;quot; the fire selector is correctly set to auto.]]&lt;br /&gt;
[[Image:FC5-M16-6.jpg|thumb|none|600px|Not to be outdone by these young whippersnappers, Wendell empty-reloads his M16A1: note that it correctly has a forward assist (though because the animation is from the &amp;quot;AR-C&amp;quot; which does not, it is never pressed), and the bolt is visibly pulled partway back as he operates the charging handle.]]&lt;br /&gt;
[[Image:FC5-M16-7.jpg|thumb|none|600px|The iron sights show that Ubisoft Shanghai does not share Ubisoft Montreal's strange allergy to apertures.]]&lt;br /&gt;
[[Image:FC5-Msixteen-4.jpg|thumb|none|600px|When mounting optics (which is only possible in the main campaign), the M16A1 uses a rail mounted on the carry handle: in a nice bit of attention to detail, this even has a mounting screw.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]], referred to in-game as the &amp;quot;BP-2&amp;quot; (presumably for &amp;quot;Bullpup-2&amp;quot;), was added as a reward in its eleventh weekly update. The Live Event reward variant, known as &amp;quot;Infinite Fun,&amp;quot; was earned as a reward for playing on featured maps in the game's Arcade mode. The color scheme for the prestige variant is the same theme as the &amp;quot;4 Color Fun&amp;quot; skin for the Live Event reward TDI Vector, which was awarded for similar accomplishments in Arcade. The VHS is the first Live Event weapon to have never appeared in any previous ''Far Cry'' game.&lt;br /&gt;
&lt;br /&gt;
It has the same stats as the &amp;quot;AR-C&amp;quot; as of the 1.7 update, save having one less point in rate of fire. Interestingly, it is ''not'' just a reskin of ''Far Cry 4's'' FAMAS, since it has totally different animations.&lt;br /&gt;
&lt;br /&gt;
As usual, a standard version was released the following Tuesday, with the default paint scheme an all-over black with HK-style fire selector markings like the real weapon. Unsurprisingly, the developers did not want to deal with modelling translucent magazines, and so all of the paint schemes use an opaque magazine the same color as the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC5-VHS-1.jpg|thumb|none|600px|Caution: fun may actually be finite.]]&lt;br /&gt;
[[Image:FC5-VHS-5.jpg|thumb|none|600px|We will not go into ''how'' it did this, it just did.]]&lt;br /&gt;
[[Image:FC5-VHS-2.jpg|thumb|none|600px|The Deputy holds her needlessly cheerful Croatian assault rifle as she wonders precisely how far that &amp;quot;Longinus from ''Far Cry 4'' sold them&amp;quot; excuse is going to be stretched. Note that the iron sights are shown folded when an optic is mounted: this even happens on the menu.]]&lt;br /&gt;
[[Image:FC5-VHS-3.jpg|thumb|none|600px|Reloading shows this is not in fact just a new model thrown on top of the ''Far Cry 4'' FAMAS, since that involved rather more waving it at the sky. Precisely why the dust cover on the left side is open is unclear, since the gun should be set up to eject to the right, and never ejects casings on-screen anyway. Note that it uses a weird hybrid of a G36 magazine (in particular having the distinctive nubs for clipping magazines together) and a STANAG PMAG.]]&lt;br /&gt;
[[Image:FC5-VHS-4.jpg|thumb|none|600px|Keeping things to a very high standard (and also to a Višenamjenska Hrvatska Strojnica), the Deputy has actually figured out where the bolt release is on the VHS-2 and presses it on the empty reload rather than pulling the charging handle. That wasn't so hard, was it?]]&lt;br /&gt;
[[Image:FC5-VHS-6.jpg|thumb|none|600px|The Deputy holds the regular version of the VHS-2 as she witnesses a strange man who is very happy to see his friend has somehow planted a flagpole in a road. Note the visible fire selector marking.]]&lt;br /&gt;
[[Image:FC5-VHS-7.jpg|thumb|none|600px|The only non-original part of the VHS-2 is the iron sights, which are copied directly from the &amp;quot;AR-C.&amp;quot; Here the Deputy uses them to take a closer look at a poorly-drawn AK-thing and what appears to be a crude joke about vibrators.]]&lt;br /&gt;
[[Image:FC5-VHS-8.jpg|thumb|none|600px|Reloading, the Deputy tosses the old mag, giving a better view of the two nubs at the side. Note the PMAG-like grip texture incorrectly runs the entire length of the magazine: the part that actually goes in the magwell should be smooth.]]&lt;br /&gt;
&lt;br /&gt;
==M4 Carbine==&lt;br /&gt;
&lt;br /&gt;
In the group photo that appears at the end of ''Hours of Darkness'' reflecting what side-objectives the player has completed, picking up enough cigarette lighters from downed American pilots will result in either one or two carbines with helmets on their stocks being shown: a soldier will also be holding one of these rifles if some condition or other has been fulfilled. These appear to be [[M4 Carbine]]s, as they have mounting screws on their carry handles and the standing soldier's gun has a step in the barrel. These should not be present, as the M4 did not exist until the mid-nineties: a [[Colt Model 629]] (XM177E2 Carbine) would fit if it is assumed the game takes place at the very end of the war (no date is ever given). The gun on the left is also mirrored from the one on the right: an odd decision since the standing soldier holds his rifle with the right side facing the camera and it is shown correctly. The weapon never appears in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[Image:FC5-653-1.jpg|thumb|601px|none|As Wendell is officially confirmed to be a bad enough dude to save the President after completing &amp;quot;Action Movie&amp;quot; mode, the two M4s are visible to the left and right, with helmets on them in the manner of field grave markers. Note the one on the left has its left side on its right side. The soldier standing to the left of the General also has an M4: note the step in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
&lt;br /&gt;
What appears to be a [[Marlin Model 1894]] appears as the &amp;quot;45/70,&amp;quot; a caliber (.45-70 Government) the Model 1894 was never actually manufactured in. It is placed in the rifle category, and unlocks at a resistance level of 1. It could be presumed that perhaps the developers were thinking of the [[Marlin Model 1895]], but the gun in the game has a square bolt rather than the round bolt and cutout ejection port of the 1895. It features an odd short magazine tube, which is at least reflected in a capacity of just 4 rounds, rather than the 6, 9 or 10 of the real weapon: there was originally also no extended magazine upgrade for it, though the 1.6 patch added one which increases capacity from 4 to 6. Unlike the MP-133 and SPAS-12, the empty reload does not include any animation of chambering a round at all, with the animation just showing the Deputy inserting rounds into the loading port. Originally, the damage was fairly mediocre, more in line with the revolver cartridges the 1894 is actually chambered for rather than the extremely powerful .45-70 Government: the 1.5 balance patch increased this to be at least somewhat respectable.&lt;br /&gt;
&lt;br /&gt;
A second variant, the &amp;quot;45/70-T,&amp;quot; is a &amp;quot;mare's leg&amp;quot; length version that unlocks at a resistance level of 3. This variant was originally just a cosmetic change to the standard version with the same stats, though it was changed drastically in the 1.5 patch. Unlike the cut-down [[Winchester Model 1887]] in ''Far Cry 4'', it does not have any special cocking animations and does not count as a sidearm. Like the &amp;quot;D2,&amp;quot; its design reflects a purpose-built weapon rather than a cut-down one, since the barrel still has a front iron sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|400px|Modern Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
[[Image:FC5-1893-1.jpg|thumb|none|600px|Marlin 1894 on the menu. Note the odd shortened magazine tube. After many complaints about how weak the weapon was, the 1.5 patch increased the damage to 8 for all variants of this gun.]]&lt;br /&gt;
[[Image:FC5-1893-2.jpg|thumb|none|600px|The &amp;quot;Fall's Ghost&amp;quot; variant grants the &amp;quot;prestige&amp;quot; of a synthetic stock that looks like it's been used to dispose of old promotional beer stickers.]]&lt;br /&gt;
[[Image:FC5-1893-3.jpg|thumb|none|601px|While one might think there would be a 100% likelihood of spin or flip-cocking shenanigans being associated with this version, such is sadly not the case. The 1.5 patch changes every stat for this version: it now had an accuracy of 6, damage 8, range 5, rate of fire 6 and handling 6. The 1.6 patch increased range to 6 but dropped the rate of fire back down to 5.]]&lt;br /&gt;
[[Image:FC5-1893-4.jpg|thumb|none|600px|The Deputy's Marlin Model 1894 will helpfully grow a RIS rail if she decides it is not tacticool enough without an optic.]]&lt;br /&gt;
[[Image:FC5-1893-5.jpg|thumb|none|600px|Reloading the Marlin: note the distinctive square bolt.]]&lt;br /&gt;
[[Image:FC5-1893-6.jpg|thumb|none|600px|The Deputy holds the &amp;quot;Mare's Leg&amp;quot; version as she ponders how she talked herself into this particular purchase.]]&lt;br /&gt;
[[Image:FC5-1893-7.jpg|thumb|none|600px|After sating her anger by somehow setting fire to a road, she reloads her short Model 1894.]]&lt;br /&gt;
[[Image:FC5-1894-8.jpg|thumb|none|600px|While sneaking up on a cellphone tower in the hopes it won't ask her to climb it, the Deputy fires a suppressed and thoroughly blinged &amp;quot;mare's leg&amp;quot; version from cover: note that despite it being barely visible during gameplay, the Model 1894 actually has an animated hammer.]]&lt;br /&gt;
[[Image:FC5-1894-9.jpg|thumb|none|600px|Reloading while in cover tilts the rifle higher, giving a better view of the ejection and loading ports.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Rifle==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MS16&amp;quot; returns from the last two games, though this time the vanilla version is a left-handed [[M14 Rifle]]. It is semi-auto only despite clearly having a military fire selector, making up for this by being more powerful per shot than the &amp;quot;AR-C,&amp;quot; though bizarrely it is ''less'' powerful per shot than the AK. As with the SOCOM 16 in previous games, it defaults to an incorrect capacity of 15 rounds, which increases to the correct 20 if the extended magazine upgrade is equipped. It unlocks at a resistance level of 2.&lt;br /&gt;
&lt;br /&gt;
Even more bizarrely, and completely incorrectly, it plays a stock [[M1 Garand]] &amp;quot;ping&amp;quot; sound when the last shot in the magazine is fired.&lt;br /&gt;
&lt;br /&gt;
The weapon also appears in ''Hours of Darkness'', where it is still called the MS16 and still restricted to semi-auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC5-M1A-1.jpg|thumb|none|601px|Note the fire selector (the small switch to the right of the rear sling mount), showing that in terms of demographics it's more likely to be your ''grand''father's tactical rifle.]]&lt;br /&gt;
[[Image:FC5-M14-2.jpg|thumb|none|600px|The Deputy holds her M14 as she encounters the traditional game designer method of awkwardly drawing attention to the complete absence of children.]]&lt;br /&gt;
[[Image:FC5-M14-3.jpg|thumb|none|600px|Having acquired an optic and trundled off into the mountains to contemplate the mysteries of life, the Deputy reloads her M14.]]&lt;br /&gt;
[[Image:FC5-M14-4.jpg|thumb|none|600px|While the M14 defaults to wooden furnishings, some of the alternative paint schemes give it this synthetic non-slip textured stock instead, which is the default texture for the SOCOM 16. Note the fire selector: as with the [[Mauser M712 Schnellfeuer]] in ''Far Cry 4'', this is present and in the right position for semi-auto, but is is not particularly clear why the designers chose to specifically model a select-fire variant of a weapon and then make it semi-only.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant==&lt;br /&gt;
&lt;br /&gt;
One of the propaganda posters in ''Hours of Darkness'' shows a soldier with a bolt-action rifle which appears to be a [[Mosin Nagant]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:FC5-Mosin-2.jpg|thumb|none|600px|Wendell encounters two propaganda posters which both seem very concerned with the area of wall between them. The Mosin can be seen held by the rearmost character on the right poster.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M44 Carbine==&lt;br /&gt;
&lt;br /&gt;
During the intro to ''Hours of Darkness'', one Vietcong soldier is shown carrying what appears to be a somewhat poorly-rendered [[Mosin Nagant M44 Carbine]] with a misshapen magazine and the bayonet too short and on the wrong side. It does not appear in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg‎|thumb|none|400px|Mosin Nagant M44 Carbine, with attached side-folding bayonet - 7.62x54mm R]]&lt;br /&gt;
[[Image‎:FC5-Mosin-1.jpg|thumb|none|600px|The leader of the VC patrol holds his M44 Carbine as he and his men hit on the idea of preventing Wendell from killing them by using too many new assets for their squad to be in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory SOCOM 16==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MS16 Trooper&amp;quot; is a reworked version of the left-handed [[SOCOM 16]] model from the previous games, though it now also has a military fire selector added, something a SOCOM 16 should not have. Like the M14 it defaults to a magazine capacity of 15, which increases to the correct 20 with the extended magazine upgrade. It unlocks at a resistance level of 3.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[Image:FC5-SOCOM-1.jpg|thumb|none|601px|You'd think they'd have gone with &amp;quot;MS16 Operator&amp;quot; really. The 1.5 patch changed this from having the exact same stats as the M14 to having one less point in accuracy and one more in handling.]]&lt;br /&gt;
[[Image:FC5-SOCOM-2.jpg|thumb|none|600px|Taking advantage of this game being set somewhere where it is impossible to be murdered by crocodiles, the Deputy hangs around by the river with her SOCOM 16.]]&lt;br /&gt;
[[Image:FC5-SOCOM-3.jpg|thumb|none|600px|A short time later finds her waving it at the sky during a reload, helpfully showing off that it too has a useless fire selector.]]&lt;br /&gt;
[[Image:FC5-SOCOM-4.jpg|thumb|none|600px|The male Deputy charges his SOCOM 16 while grumbling about how he really ought to be using this manual-of-arms with a proper FAL instead of a mirrored M14-type rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
Sniper rifles fire either standard rifle ammo or .50 cal ammo: both types have an alternative armor-piercing special ammo type. While previous ''Far Cry'' games have used scope reticles unique to each sniper rifle, in ''5'' the reticle is instead dictated by the scope that is mounted on the rifle.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A longer-barrel DMR version of the &amp;quot;AR-C,&amp;quot; known as the &amp;quot;AR-CL,&amp;quot; is classified as a sniper rifle. Like the AR-C, it is based on a Mega Arms MATEN .308 ambi billet receiver set, with a 5.56mm magwell replacing the .308 one. The handguard is based on a Daniel Defense MFR M-LOK handguard and uses the older 6-bolt &amp;quot;Bolt-Up&amp;quot; mounting system, and it has a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, a Radian Weapons Raptor ambidextrous charging handle and a stock one parent of which was a Magpul UBR and the other a Magpul ACS. &lt;br /&gt;
&lt;br /&gt;
Strangely, it is still select-fire like its cousin: it defaults to semi-auto, but still has the same full-auto and burst modes. For balance reasons rather than due to any kind of logic, it has more recoil than the normal &amp;quot;AR-C&amp;quot; and only holds ten rounds despite using the same 30-round mutant PMAG as the regular version: even the extended magazine only ups this to 12. It is the replacement for the [[SVD]] in the previous games as the lowest-tier sniper rifle, and benefits from drawing from the plentiful assault rifle ammo pool, though per-shot power is not particularly high. It has most of the same customization options as the &amp;quot;AR-C.&amp;quot; By default it comes with the &amp;quot;Enhanced Ranger&amp;quot; scope, which is the top-level scope that the basic &amp;quot;AR-C&amp;quot; can mount, and has the option to mount high-power telescopic sights that the &amp;quot;AR-C&amp;quot; cannot.&lt;br /&gt;
&lt;br /&gt;
In line with the videogame tradition of snipers being very sporting people who would never hide from anyone, NPC snipers have a laser sight on their rifles, which somehow comes out of the scope. Enemies have red laser sights, while on PC friendly NPCs have green ones: this appears to be different on consoles.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-ARCL-1.jpg|thumb|none|600px|Menu image of the &amp;quot;AR-CL,&amp;quot; showing some innovative grammar. Note that this variant defaults to having the fire selector pointed at semi-auto. The 1.5 patch increases the rate of fire to 6, while 1.6 increased range to 7.]]&lt;br /&gt;
[[Image:FC5-ARCL-2.jpg|thumb|none|600px|&amp;quot;And if you try to use that 'tactical' magwell grip, your rifle will eat your hand.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-ARCL-3.jpg|thumb|none|600px|The Deputy holds her &amp;quot;AR-CL&amp;quot; as she encounters a cultist whose attempt to ascend to a higher plane has been surprisingly successful.]]&lt;br /&gt;
[[Image:FC5-ARCL-4.jpg|thumb|none|600px|After dealing with this odd situation, she loads a fresh 10-round 30-round magazine into her rifle.]]&lt;br /&gt;
[[Image:FC5-ARCL-5.jpg|thumb|none|600px|Later she reloads a fully kitted-out version: note the fire selector in the default &amp;quot;semi&amp;quot; position...]]&lt;br /&gt;
[[Image:FC5-ARCL-6.jpg|thumb|none|600px|...which changes to the &amp;quot;auto&amp;quot; position if burst or auto is selected. This also happens with the &amp;quot;AR-C,&amp;quot; though on that one the default position is auto.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
&lt;br /&gt;
A rifle mostly based on the [[CZ 527]] appears as the &amp;quot;308 Carbine.&amp;quot; The CZ 527 was never chambered in .308 Winchester, so the name is either a simple mistake or an attempt at referencing the fact that the CZ 527 can be chambered for 7.62x39mm Russian ammunition (though the latter does not match the round shown in the weapon's magazine model). It is shown with a 3-round flush-fit magazine, which of course contains five rounds, or ten with the extended magazine upgrade. Since the game's only explicit type of sniper rifle ammo is for the .50 cals, the CZ 527 runs on rifle ammo just like the &amp;quot;AR-CL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The CZ527 is the second sniper rifle to unlock, requiring a resistance level of 3, and the only one which does not come with a scope by default. It is a little strange that the weapons unlock in this order, given the CZ 527's damage boost over the &amp;quot;AR-CL&amp;quot; is relatively puny and it has the downside of being bolt-action instead of select-fire.&lt;br /&gt;
&lt;br /&gt;
It also anachronistically appears as the upper-tier sniper rifle in ''Hours of Darkness'', almost always equipped with a suppressor and with a unique reskin with cloth wrapped around the scope, along with a new simple crosshair reticle. More accurate choices of bolt-action sniper rifles used during the Vietnam War would be the [[Remington Model 700]] or the [[Winchester Model 70]], or if the weapon is assumed to be Vietcong, a Soviet-surplus [[Mosin Nagant]] M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|400px|CZ 527 Youth Carbine with 5-round magazine - .223 Remington / 5.56mm NATO]]&lt;br /&gt;
[[Image:FC5-CZ-1.jpg|thumb|none|601px|Nowhere is safe from the ravages of the M11/9's grip strap. The 1.5 patch increased the damage to 7.]]&lt;br /&gt;
[[Image:FC5-CZ-2.jpg|thumb|none|600px|The prestige variant appears to have been given a proper Orky paint job to make the bullets go fasta.]]&lt;br /&gt;
[[Image:FC5-CZ-3.jpg|thumb|none|600px|The Deputy holds a scoped CZ 527 as she demonstrates her curious ability to detonate a remote C4 charge while holding a rifle in both hands.]]&lt;br /&gt;
[[Image:FC5-CZ-4.jpg|thumb|none|600px|Later finds her operating the bolt of her CZ 527 while being menaced by a passing lens flare.]]&lt;br /&gt;
[[Image:FC5-CZ-5.jpg|thumb|none|600px|Getting bored of all this technology, she decides to try out the iron sights of her rifle, and rapidly finds herself regretting this decision.]]&lt;br /&gt;
[[Image:FC5-CZ-6.jpg|thumb|none|600px|Reloading: it should be very clear from the size of the visible round that this is a 3-round magazine. The round in question appears to have been referenced from a .308 Winchester: it is not nearly chunky enough to be a 7.62x39mm AK round.]]&lt;br /&gt;
[[Image:FC5-CZ-7.jpg|thumb|none|600px|Wendell Redler holds the special ''Hours of Darkness'' variant as the Vietcong prove no match for his indoor sniping skills.]]&lt;br /&gt;
[[Image:FC5-CZ-8.jpg|thumb|none|600px|Running with the CZ 527 gives a good view of the cloth-wrapped scope.]]&lt;br /&gt;
[[Image:FC5-CZ-9.jpg|thumb|none|600px|&amp;quot;Well, my work here is done.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-CZ-10.jpg|thumb|none|600px|Wendell uses the unique simple crosshair scope of his CZ 527 to sight up one of those helicopters the Vietcong are well-known for having. This is the base game's &amp;quot;Kaumbat H-04B Foxfly.&amp;quot; A helicopter with a fenestron tail rotor would certainly be an odd sight in the Vietnam War, particularly one which seems to be based on the Eurocopter EC635, which entered production in 1998.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
&lt;br /&gt;
A [[Desert Tactical Arms Stealth Recon Scout#Hard Target Interdiction (HTI)|Desert Tactical Hard Target Interdiction]] with a somewhat shortened handguard appears as the &amp;quot;MBP .50:&amp;quot; it is not clear what this stands for, though given the GM6 becomes the &amp;quot;SA-50&amp;quot; it is probably something like &amp;quot;manual bolt pull.&amp;quot; Oddly, though, the name for the DLC pack containing the pre-order bonus version on the Uplay launcher is &amp;quot;HTI .50 Sniper Rifle With Unique Skin.&amp;quot; It is the second highest-rated sniper rifle in the game after the GM6 Lynx. As with the heavier sniper rifles in ''Far Cry 4'', it can pierce cover, though this ability has been neutered somewhat and only the special armor-piercing ammo replicates the old heavy sniper rifles' ability to kill any target which has already been highlighted more or less regardless of what is in the way. Default ammo is still fairly powerful and can, for example, shoot through the entire length of a truck to kill the driver. A gold-plated version is added to the player's inventory as a bonus for pre-ordering the Gold edition, and is also added for purchasing the Season Pass.&lt;br /&gt;
&lt;br /&gt;
Oddly, the two .50 cal rifles have a much more limited range of accessories than the other two sniper rifles: they can mount the extended mag and the two suppressors as normal, but can only upgrade their default scope to a &amp;quot;long-range scope&amp;quot; that adds a zoom function: it is not possible to use them with any of the shorter-range optics that are available for the lighter sniper rifles.&lt;br /&gt;
&lt;br /&gt;
The Hard Target Interdiction is unlocked at a resistance level of 5, while the &amp;quot;Jacob's Rifle&amp;quot; version requires the player to defeat Jacob Seed in the North region.&lt;br /&gt;
&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|400px|Desert Tech Hard Target Interdiction (Black) - .50 BMG]]&lt;br /&gt;
[[Image:FC5-HTI-1.jpg|thumb|none|601px|The menu description of the Hard Target Interdiction is cunningly sarcasm-proofed. The 1.5 patch increased the damage to 9 for all Hard Target Interdiction variants.]]&lt;br /&gt;
[[Image:FC5-HTI-2.jpg|thumb|none|601px|&amp;quot;Jacob's Rifle&amp;quot; variant, a special reward for defeating one of the three &amp;quot;Heralds.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-HTI-3.jpg|thumb|none|600px|The &amp;quot;Gold &amp;amp; Steel&amp;quot; version is automatically unlocked for ordering the Gold Edition or the Season Pass (which is included in the Gold Edition), handing the player a level 5 weapon as soon as they can track down a weapon merchant. IMFDB does not support the use of a sniper rifle for taking selfies as doing so is unlikely to result in anything good.]]&lt;br /&gt;
[[Image:FC5-HTI-4.jpg|thumb|none|600px|The Deputy holds her suppressed &amp;quot;Gold &amp;amp; Steel&amp;quot; Hard Target Interdiction after interdicting a particularly hard target, namely a helicopter. Note the spots of dirt and blood on the weapon: this is a cosmetic effect created by nearby explosions in the former case and taking damage while holding the weapon in the latter, and gradually fades away after a while.]]&lt;br /&gt;
[[Image:FC5-HTI-5.jpg|thumb|none|600px|Reloading the Hard Target Interdiction.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
&lt;br /&gt;
The [[Gepard GM6 Lynx]] returns from ''Far Cry 4'' as the &amp;quot;SA-50&amp;quot; (presumably &amp;quot;semi-automatic 50&amp;quot;) and is once again the most powerful sniper rifle and the last to unlock. It is roughly equal to the Hard Target Interdiction in terms of per-shot power, but has the significant advantage of being semi-automatic. It has the same limited range of add-ons, and the same ability to penetrate cover. &lt;br /&gt;
&lt;br /&gt;
GM6s are not incredibly common in the United States, as they only started to be imported in early 2018: any other semi-auto .50 cal rifle such as a [[Barrett M82]] would make more sense. As with the 10-round pistol mags, it is perhaps ''not'' a coincidence that the GM6 is one of the only commercially available semi-auto .50 BMG rifles in Canada where the game was developed, following the by-name banning of the Barrett M82 and M90 series.&lt;br /&gt;
&lt;br /&gt;
The GM6 is unlocked at a resistance level of 6, though the Prestige version can be purchased at any time.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[Image:FC5-GM6-1.jpg|thumb|none|601px|GM6 Lynx on the menu, with default scope and nonsensical reference to priapism. Unlike ''Far Cry 4'', the barrel is not shown locked to the rear on the menu. The 1.5 update increased the damage to 9.]]&lt;br /&gt;
[[Image:FC5-GM6-2.jpg|thumb|none|600px|Let us ignore the attempt at politics in favor of pointing out this game does indeed have a prestige ''shovel''.]]&lt;br /&gt;
[[Image:FC5-GM6-3.jpg|thumb|none|600px|&amp;quot;Ok, we'll call it a draw.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-GM6-5.jpg|thumb|none|600px|The GM6 retains its old draw animation, coming out with the barrel locked back...]]&lt;br /&gt;
[[Image:FC5-GM6-6.jpg|thumb|none|600px|..though rather than waiting for the Deputy to whack the underside of the handguard, it simply extends immediately.]]&lt;br /&gt;
[[Image:FC5-GM6-4.jpg|thumb|none|600px|As before, reloading the GM6 requires waving it at the sky so the player can see what's going on.]]&lt;br /&gt;
[[Image:FC5-GM6-7.jpg|thumb|none|600px|On an empty reload, the Deputy will also pull the flip-up charging handle. This GM6 has the &amp;quot;Air Support&amp;quot; Prestige camo: apparently, one of the concept artists who worked on the weapons is fond of making aircraft-style paint schemes for firearms.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
&lt;br /&gt;
The classic left-handed [[SVD Dragunov]] from ''Far Cry 3'' and ''Far Cry 4'' makes a return in ''Hours of Darkness'', where it is the most common sniper rifle and is used by Vietcong snipers. Like the other sniper rifles that are not .50 cals, it uses the same ammo pool as the assault rifles: it is otherwise the same as prior incarnations, including its half-loaded 10-round magazine, though it can now at least be upgraded with an illuminated scope, suppressor or &amp;quot;extended&amp;quot; magazine (which actually just loads the magazine with the correct 10 rounds). Strangely, in the main game, the SVD's selection icon does not actually fit properly into the grid menu. Interestingly, it also shows the SVD without a scope, something not currently possible in the game.&lt;br /&gt;
&lt;br /&gt;
Like the other ''Hours of Darkness'' weapons, the SVD only has one default paint scheme in the main game. At release it also made no noise whatsoever when fired with a suppressor in the main campaign, as no suppressed firing sound was associated with it, and its kills counted as being made with an assault rifle rather than a sniper rifle: these were fixed in the 1.7 patch.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:FC5-SVD-1.jpg|thumb|none|600px|Menu description of the SVD: it has a similar stat line to the pre-patch CZ 527, save for the rate of fire, and is much more powerful than its relatively puny past incarnations.]]&lt;br /&gt;
[[Image:FC5-SVD-2.jpg|thumb|none|600px|Wendell holds an SVD as he resists the temptation to proclaim that it's a jungle out there. Note that the scope model has been reworked and now only somewhat resembles a PSO-1.]]&lt;br /&gt;
[[Image:FC5-SVD-3.jpg|thumb|none|600px|Back in the present, the Deputy exchanges hours of darkness for minutes of glaring brightness as she reloads her SVD. While the game does make a valiant effort to emulate the real SVD's rock-and-lock, the hand gestures are so subdued that it might as well be a drop-free magazine well. This one has the default scope...]]&lt;br /&gt;
[[Image:FC5-SVD-4.jpg|thumb|none|600px|...which is extended a little with the upgraded scope.]]&lt;br /&gt;
[[Image:FC5-SVD-5.jpg|thumb|none|600px|The scope used by the SVD is new for this game and less accurate than in the last two games: it lacks the ground line for the stadiametric rangefinder as before, but is now also missing the &amp;quot;10&amp;quot; markings on either side of the windage lines, and the ranging chevrons.]]&lt;br /&gt;
[[Image:FC5-SVD-6.jpg|thumb|none|600px|The enhanced scope is the same only the reticle is in red. This variant scope is found on suppressed SVDs in ''Hours of Darkness'', and is an optional accessory in the main game.]]&lt;br /&gt;
[[Image:FC5-SVD-7.jpg|thumb|none|600px|Well that's just silly.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
All of the weapons in this category that are currently in the game fire &amp;quot;LMG&amp;quot; ammunition, even though only one of them is actually a light machine gun. They can use either standard or armor-piercing ammunition.&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
&lt;br /&gt;
An [[M249 SAW]] with a para stock is ''Far Cry 5's'' new light machine gun, apparently replacing the weird FN Minimi variant &amp;quot;MKG&amp;quot; from previous titles. It is shown with many modern standard-issue M249 parts, but still mounts the old paratrooper stock: it is not a paratrooper version, however, since it has a full-length barrel. It uses a 200-round green plastic belt box.&lt;br /&gt;
&lt;br /&gt;
The M249 is unlocked at a resistance level of 4, though the Prestige version can be purchased at any time. Up to patch 1.5 it dealt less damage than the M60, with the upshot being that it fired faster: after the 1.5 patch, it does the same damage but is significantly less accurate. The 1.6 patch knocked this back down to it doing one point less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|400px|New FNH USA M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[Image:FC5-SAW-1.jpg|thumb|none|601px|M249 on the menu. Note the full-length barrel. The description is actually completely accurate since the M249 was first used in combat during the invasion of Panama, and the US Marine Corps is considering replacing it with the [[M27 IAR]], leading to some questions about who wrote this description and what they did to the person who wrote the others. The 1.5 patch decreased accuracy to 5 but increased damage to 7, rather strangely making the 5.56mm SAW just as powerful per-shot as the 7.62mm M60. Common sense later prevailed and the 1.6 patch dropped it down to 6.]]&lt;br /&gt;
[[Image:FC5-SAW-2.jpg|thumb|none|600px|&amp;quot;Militia&amp;quot; prestige variant.]]&lt;br /&gt;
[[Image:FC5-SAW-3.jpg|thumb|none|600px|The Deputy ponders if the cult might be onto something with their ideas about the end times as she witnesses [[Ghostbusters (1984)|dogs and cats living together]], holding her ACOG-equipped, suppressed (!) SAW. Note that all the rounds in the belt have struck primers.]]&lt;br /&gt;
[[Image:FC5-SAW-4.jpg|thumb|none|600px|&amp;quot;Oh no, they killed my gun!&amp;quot;]]&lt;br /&gt;
[[File:FC5-SAW-5.jpg|thumb|none|600px|Checking the M249's iron sights on an enemy marksman.]]&lt;br /&gt;
[[File:FC5-SAW-6.jpg|thumb|none|600px|The male Deputy charges his SAW after retrieving it from a natural hot spring. The game shows the SAW being reloaded with the bolt closed, so the charging handle is pulled after the new belt is placed.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
&lt;br /&gt;
''Hours of Darkness'' introduces a proper [[M60 Machine Gun]] as the only machine gun: strangely it is shown being used by Vietcong heavies, who would be much more likely to use an [[RPD]] or some variant of the [[Degtyaryov machine gun]] (since at the time the PK machine gun was brand-new). It is also used by Wendell's buddy Moses if the player rescues him and selects him as an AI companion. The M60 has the exact same stats as the M60E4 in the base game and is for all intents and purposes a reskin. Like several other weapons, the M60 was unlocked in the main campaign's weapon shop for free for any DLC owner, appearing as the &amp;quot;M60-V&amp;quot; (standing for &amp;quot;M60-Vietnam,&amp;quot; because the M60E4 had already decided to be called the M60).&lt;br /&gt;
&lt;br /&gt;
In the regular ''Far Cry 5'' campaign, the M60 can use all of the same attachments as the M60E4, including the oversized suppressors. Like all the ''Hours of Darkness'' weapons in the main campaign, it only has a single default paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC5-M60plain-2.jpg|thumb|none|600px|Valuable information save for the minor issues that ''Far Cry 5'' does not take place on a battlefield and the Deputy, being a civilian, cannot earn a Medal of Honor. But ''apart from that''...]]&lt;br /&gt;
[[Image:FC5-M60plain-3.jpg|thumb|none|600px|Wendell shows off his &amp;quot;war face&amp;quot; as he opens fire with a helicopter-mounted M60 during the introduction to ''Hours of Darkness''.]]&lt;br /&gt;
[[Image:FC5-M60plain-1.jpg|thumb|none|600px|Wendell holds his M60 as he is subject to some moody lighting in the ''Hours of Darkness'' section of the Season Pass trailer. The helicopter is one of the standard models from the base game. Though Bell UH-1 helicopters were far more common, the OH-58 Kiowa (based on the Bell 206, where the game's &amp;quot;Kaumbat H-158&amp;quot; seen here also derives from) did see use during the Vietnam War, thus making this not entirely implausible (if still disappointing).]]&lt;br /&gt;
[[Image:FC5-M60plain-5.jpg|thumb|none|600px|Wendell opens fire with his M60: sadly, he has not mastered the art of yelling &amp;quot;ARRRRGH!&amp;quot; while doing so.]]&lt;br /&gt;
[[Image:FC5-M60plain-7.jpg|thumb|none|600px|Satisfied with putting in a &amp;quot;fresh&amp;quot; belt of rounds with struck primers, Wendell prepares to close up his M60. Note that this model has a mounting bracket for a belt box, unlike the E4's model.]]&lt;br /&gt;
[[Image:FC5-M60plain-4.jpg|thumb|none|600px|As with the M60E4 in the base game, mounting optics adds a rail and causes the extinction of the front sight in the name of progress.]]&lt;br /&gt;
[[Image:FC5-M60plain-6.jpg|thumb|none|600px|Wendell's buddy Moses holds an M60 as he wonders why Wendell is crouching in the middle of a road.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
&lt;br /&gt;
An [[M60E4]] with a missing foregrip replaces the [[PKM]] from previous games as the low-end machine gun, and it is used by cult heavies. Oddly, the handheld M60 has no belt box mount and is never shown with a box, instead just having a short belt of ammo that hangs in a curve for no apparent reason, other than possibly following the same school-of-thought that Ubisoft Massive did with the M60 variants in [[The Division]]. It is not really noticeable in first-person view, but its absence is fully visible in third person. When mounting optics the front sight is removed, the rear folded down, and a RIS rail added to the receiver cover. The M60 can also be upgraded with an extension to its nonexistent belt box, and rather more curiously can mount a suppressor. It is unlocked to purchase from the beginning of the game, and does not require any resistance level.&lt;br /&gt;
&lt;br /&gt;
A strange modified variant of the M60E4 which does have a belt box appears mounted on some vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4.jpg|thumb|none|400px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC5-M60-1.jpg|thumb|none|600px|M60E4 on the menu. Note the over-starched belt leading to nothing (not even a mount for a belt box is present). From the description this weapon is presumably trying to convince everyone it is an M60E3, since that is what was used in ''[[Rambo: First Blood Part II]]''.]]&lt;br /&gt;
[[Image:FC5-M60-6.jpg|thumb|none|600px|And speaking of ''First Blood Part II''...]]&lt;br /&gt;
[[Image:FC5-M60-2.jpg|thumb|none|600px|The Deputy holds an M60 after taking a wrong turn and finding herself in the DLC for ''[[Call of Duty: Black Ops II]]''.]]&lt;br /&gt;
[[Image:FC5-M60-7.jpg|thumb|none|600px|Meanwhile, the player character in ''Dead Living Zombies'' takes a much wronger turn.]]&lt;br /&gt;
[[Image:FC5-M60-4.jpg|thumb|none|600px|Mounting an optic on the M60 causes it to grow a rail on top of the receiver cover. It also removes the front sight, which is apparently a very gruesome operation.]]&lt;br /&gt;
[[Image:FC5-M60-3.jpg|thumb|none|600px|Having clearly made good use of her M60 the Deputy takes some time out to reload, no better than Wendell at noting the minor flaw in her ammo.]]&lt;br /&gt;
[[Image:FC5-M60-5.jpg|thumb|none|600px|She then reaches around to give the charging handle a suitably dramatic pull.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
&lt;br /&gt;
An [[MG42]] was added as the fourteenth Live Event's reward, with the Prestige &amp;quot;Buzzkill&amp;quot; version for some reason unlocked by killing ten enemies with shotgun slugs. It is essentially the same as the version in ''Far Cry 4'', including the curious side-mounted grip, loose ammunition belt, and lack of a buttstock, though it has somewhat heavier recoil. For the usual &amp;quot;balance reasons,&amp;quot; it has the same damage rating as the 5.56mm SAW, despite being a full-size GPMG firing a rifle cartridge: it also cannot mount a suppressor, unlike the other machine guns. It defaults to a 100-round belt, with the upgrade increasing this to to 200.&lt;br /&gt;
&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:FC5-MG42-1.jpg|thumb|none|600px|At this point we should perhaps question whether the developers actually think Montana is part of Germany.]]&lt;br /&gt;
[[Image:FC5-MG42-5.jpg|thumb|none|601px|The regular MG42 is armed with the awesome power of typos.]]&lt;br /&gt;
[[Image:FC5-MG42-2.jpg|thumb|none|600px|The Deputy holds her &amp;quot;Buzzkill&amp;quot; MG42 as a rebel helpfully demonstrates how not to land a plane. Note the belt is draped down between the Deputy's wrist and the gun (in fact, it seems to be clipping partway though her hand), rather than with the belt draped over the wrist as Ajay did. This belt position would be likely to cause feeding problems and minor and unfortunate cases of wrist-sawing.]]&lt;br /&gt;
[[Image:FC5-MG42-3.jpg|thumb|none|600px|Satisfied with this demonstration, she is soon using her new overpowered machine gun to abolish a passing bison.]]&lt;br /&gt;
[[Image:FC5-MG42-4.jpg|thumb|none|600px|It seems even the mere act of reloading the MG42 causes untold destruction. Note the handlebar-like side grip.]]&lt;br /&gt;
[[Image:FC5-MG42-6.jpg|thumb|none|601px|The Deputy holds a regular MG42 as she watches her cougar deal with an errant barrel by walking head-first into it and not caring forever.]]&lt;br /&gt;
[[Image:FC5-MG42-7.jpg|thumb|none|601px|The Deputy uses the MG42's iron sights as she opens up on a hapless heavy. Or a heavless happy, the muzzle flash makes it rather hard to be sure.]]&lt;br /&gt;
[[Image:FC5-MG42-9.jpg|thumb|none|600px|Unlike the M60 variants and the M249, the charging handle is only pulled on empty reloads, and this is done first instead of last.]]&lt;br /&gt;
[[Image:FC5-MG-8.jpg|thumb|none|600px|Empty or no, the Deputy will then quite literally ''throw'' the belt into the gun. The new belt has struck primers, but you should probably have come to expect that.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
All launchers are placed in the &amp;quot;special&amp;quot; sub-menu along with the machine guns and a sci-fi shotgun-like microwave gun called the &amp;quot;Magnopulser,&amp;quot; and fire a variety of ammunition types. Also in this menu are two types of bow, a slower compound bow and a faster reflex bow from the previous games, which can both fire normal, incendiary or explosive arrows. New to the bow category is a slingshot, which by default may seem like a useless gimmick since it is just a longer-ranged way to fire zero-damage stones that distract enemies, but bizarrely it can also be used to fire all three types of arrow and fires faster than the compound bow.&lt;br /&gt;
&lt;br /&gt;
==RPG-2==&lt;br /&gt;
&lt;br /&gt;
One of the North Vietnamese propaganda posters in ''Hours of Darkness'' clearly depicts a PAVN soldier wielding an [[RPG-2]]. The poster itself is not real propaganda from the conflict, but the artwork is almost directly copied from an actual propaganda poster made during the war. &lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-2.jpg|thumb|none|400px|RPG-2 with PG-2 rocket - 40mm]]&lt;br /&gt;
[[Image:Vietnam rpg2poster.jpg|thumb|none|400px|The poster from which the one in game was clearly inspired.]]&lt;br /&gt;
[[Image:Vietnam rpg2.jpg|thumb|none|600px|And the original photograph that was stylized in both posters.]]&lt;br /&gt;
[[Image:FC5-RPG2-1.jpg|thumb|none|600px|&amp;quot;Study and follow the moral example of Ho Chi Minh. The People's Army of Vietnam has vowed to do so.&amp;quot; Meanwhile, the soldier in the bottom poster holds his hand out in strong objection to the world of AK accessories.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid RPG-7==&lt;br /&gt;
&lt;br /&gt;
A hybrid of the [[Airtronic RPG-7]] and recent Bazalt [[RPG-7]] appears in ''Far Cry 5'' as the &amp;quot;RPG-7,&amp;quot; reworked from the regular RPG-7 of the previous games. The Airtronic RPG would actually be appropriate for the setting, and arguably more so than even the original Soviet variant, as it is an American-produced weapon. Unlike other entries in the series it can actually be upgraded, though only by swapping out the ''Far Cry 2''-style side-mounted iron sights for a single type of optic. Unlike earlier games, the rockets have propellant vent holes and the reload animation shows the player character cocking the RPG-7 on-screen (by pushing down the lever-like device at the rear of the front grip, which is actually the spur of a revolver-style hammer that strikes upwards: this was previously not an issue because the older games tended to hide the RPG-7's front grip and thus whether this was happening or not) before readying it. Sadly the reload is not all roses as the rocket being inserted is just a rocket: previous games had the rocket's tail assembly attached but no booster charge around it, but this time around even that is missing.&lt;br /&gt;
&lt;br /&gt;
The two rocket launchers each have their own unique behaviour when used with the special &amp;quot;cluster&amp;quot; ammo (explosive and incendiary): on the RPG-7, this switches it to use a round which more closely resembles the TBG-7V thermobaric rocket. The RPG-7's special rockets fly in a long arc and seem to try to detonate a set distance above the ground, firing a ridiculous shotgun-like blast of explosive or explosive incendiary submunitions diagonally forward. If the round hits a target before doing this, it will explode like a standard rocket.&lt;br /&gt;
&lt;br /&gt;
The fifth Live Event added a special variant of the RPG-7, the &amp;quot;Shovel Launcher:&amp;quot; this was acquired for killing and skinning 10 wolves, apparently to gather their collars. It is not particularly difficult to guess what this variant does, particularly when the &amp;quot;aimed&amp;quot; fire mode for the shovel melee weapon already throws it like a javelin. It runs on special &amp;quot;shovel rounds&amp;quot; and functions rather like the Harpoon Gun from the previous game, including the use of ridiculous knockback physics and allowing the recovery of fired shovels in the same manner as arrows. When the challenge ended a Prestige version called &amp;quot;Big Farma&amp;quot; (see what they did there?) was added to the store.&lt;br /&gt;
&lt;br /&gt;
[[File:Airtronic RPG7.jpg|thumb|none|400px|Airtronic RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RPG7Thermo.jpg|thumb|none|400px|RPG-7V with PGO-7 scope and TBG-7V thermobaric rocket - 40mm. Note the blue section, which is the booster charge that initially propels the rocket from the launcher and has the rocket's tail assembly inside it]]&lt;br /&gt;
[[Image:FC5-RPG-1.jpg|thumb|none|600px|Note that the front grip and its rail mounts are the only part that is actually from the Airtronic RPG-7: the entire rest of the weapon is just a standard RPG-7, including the offset grip found on recent V variants and Russian optic mount.]]&lt;br /&gt;
[[Image:FC5-RPG-9.jpg|thumb|none|600px|So this is a thing...]]&lt;br /&gt;
[[Image:FC5-RPG-11.jpg|thumb|none|600px|...as is this.]]&lt;br /&gt;
[[Image:FC5-RPG-2.jpg|thumb|none|600px|The Deputy holds an RPG-7 equipped with a &amp;quot;Tactical Scope&amp;quot; as her very presence causes random objects to ignite.]]&lt;br /&gt;
[[Image:FC5-RPG-6.jpg|thumb|none|600px|Midway through destroying a large statue because it existed at her, she finds an RPG-7, and uses the side-mounted iron sights to completely fail to aim at a helicopter.]]&lt;br /&gt;
[[Image:FC5-RPG-4.jpg|thumb|none|600px|Deciding that is is perhaps better to introduce technology into this equation, she takes a shot while using the scope...]]&lt;br /&gt;
[[Image:FC5-RPG-5.jpg|thumb|none|600px|...with much more positive results.]]&lt;br /&gt;
[[Image:FC5-RPG-3.jpg|thumb|none|600px|Ammo pickup for heavy weapons: note the RPG-7 round is just a rocket without a booster charge.]]&lt;br /&gt;
[[Image:FC5-RPG-7.jpg|thumb|none|600px|Loading a special round into the RPG-7 shows that the player model of the rocket also lacks this rather critical component.]]&lt;br /&gt;
[[Image:FC5-RPG-8.jpg|thumb|none|600px|Finishing up shows the TBG-7V thermobaric rocket that is used to represent the special cluster rockets.]]&lt;br /&gt;
[[Image:FC5-RPG-10.jpg|thumb|none|600px|The Deputy holds the &amp;quot;Shovel Launcher&amp;quot; variant as her cougar files this under the voluminous list of reasons why cats are smarter than humans.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
Oddly, the [[RPG-7]] model from ''Far Cry 4'' can also be found in the game, using the updated rocket model from ''5'' with exhaust vent holes, and the new version's reload animation. It is found in Holland Valley at the entrance to a blocked tunnel near the Lamb of God Church. It is somewhat oddly coded and is probably a placeholder that was not replaced: on the store menu it has no entry, does not count as the same weapon as the hybrid RPG-7 (since selecting that RPG-7 will pull up the assign screen rather than the customize menu), and the game will refer to the slot containing it as empty when assigning weapons. Its quick-select menu icon is missing from the game files: the selection slot containing it will instead show the icon for whatever weapon was in that slot before it was picked up (below it appears to have an icon because it was picked up to replace game's &amp;quot;normal&amp;quot; RPG-7).&lt;br /&gt;
&lt;br /&gt;
The game files and map editor listed the hybrid RPG-7 as the &amp;quot;RPG 7 Modern,&amp;quot; possibly indicating some intention to use the old RPG-7 model in some capacity in the future. Sure enough, it is the model used for the RPG-7 in ''Hours of Darkness''.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:FC5-OldRPG-1.jpg|thumb|none|600px|Exploring the far reaches of the map, the Deputy happens upon the Ghost of Rocket Launchers Past.]]&lt;br /&gt;
[[Image:FC5-OldRPG-2.jpg|thumb|none|600px|Making a beeline to the nearest travelling merchant to see if it has a weapon menu entry, she rolls her eyes as she accidentally hits the &amp;quot;please babble about nothing for thirty seconds&amp;quot; button instead. Note that rather than holding the launcher dead-vertical, the Deputy uses the same carry position as the new RPG-7.]]&lt;br /&gt;
[[Image:FC5-OldRPG-3.jpg|thumb|none|600px|Channelling Jason and Ajay, the Deputy tilts the iron sights diagonally when using them. The iron sights are shown much smaller than in the last two games, where aiming zoomed in on the very top section of the rear sight to the point it took up about a fifth of the width of the screen.]]&lt;br /&gt;
[[Image:FC5-OldRPG-5.jpg|thumb|none|600px|As a result of all this channelling, she feels compelled to blow up nearby objects.]]&lt;br /&gt;
[[Image:FC5-OldRPG-4.jpg|thumb|none|600px|As noted, on some level this RPG-7 counts as the same weapon as the new one, since it uses the same rocket model (&amp;quot;complete&amp;quot; with absent booster charge), same carry position, and same reload animation...]]&lt;br /&gt;
[[Image:FC5-OldRPG-6.jpg|thumb|none|600px|...while on other levels it does not.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
&lt;br /&gt;
The [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, unlocking at a resistance level of 4 (thought it can be acquired before this if the player completes the mission to recruit Hurk as a buddy and then kills him while he is holding it afterwards), and is referred to as the &amp;quot;RAT4&amp;quot; (presumably &amp;quot;Recoilless, Anti Tank&amp;quot;). The M2 version was previously featured as the high-level rocket launcher in ''[[Far Cry 2]]'' and an M3 appeared as a weapon icon in the fourth game.&lt;br /&gt;
&lt;br /&gt;
The in-game version swaps the front and rear grips, presumably so that the third-person hand positions for the RPG-7 can be re-used. By default it will launch dumbfire rockets when not aimed and extremely manoeuvrable line-of-sight guided missiles when using the sights. By applying the single optional scope upgrade it gains the additional ability to lock on to vehicles, most usefully aircraft: it is a little fiddly since the lock-on time is quite long and the target box in the scope fairly small. If a missile is fired while locked on it is fire-and-forget, and cannot be redirected in-flight.&lt;br /&gt;
&lt;br /&gt;
Firing special ammunition works like the RPG-7, but firing it while using the scope changes it to use the top-attack mode of the special &amp;quot;LK-1018&amp;quot; launcher from ''Far Cry 4'': as in that game, the fired missile immediately goes vertical, flies up to a set height and then noses over to descend vertically over the point of aim, unleashing its submunitions above the target and carpeting a huge area around it in explosions and / or fire.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|400px|Carl Gustav M4 - 84x246mm R]]&lt;br /&gt;
[[Image:FC5-CarlG-1.jpg|thumb|none|601px|Carl Gustav M4 on the menu. Note the reversed grips and that it incorrectly has an M3-style flip-up front sight: the M4's is of a somewhat different design.]]&lt;br /&gt;
[[Image:FC5-CarlG-2.jpg|thumb|none|600px|The Deputy holds a Carl Gustav M4 as her majestic giant obnoxious cat tries to prevent her from paying attention to the dog.]]&lt;br /&gt;
[[Image:FC5-CarlG-8.jpg|thumb|none|600px|Returning-again character Hurk holds his own Carl Gustav as the Deputy tries to resist an entirely forgivable urge.]]&lt;br /&gt;
[[Image:FC5-CarlG-3.jpg|thumb|none|600px|With the lock-on scope equipped, the Deputy takes aim at a helicopter. These white targeting diamonds will appear on all empty and enemy vehicles within the Deputy's field of view, even in the area outside of the scope itself.]]&lt;br /&gt;
[[Image:FC5-CarlG-4.jpg|thumb|none|600px|The target diamond turns red if placed within the surprisingly small targeting box, then green when a lock is achieved.]]&lt;br /&gt;
[[Image:FC5-CarlG-5.jpg|thumb|none|600px|The Deputy looks up at the detonation of one of one of the special cluster rounds. As in ''Far Cry 4'', this is just a visual effect with the trails from the burst not matching the number of submunitions or their trajectory.]]&lt;br /&gt;
[[Image:FC5-CarlG-6.jpg|thumb|none|600px|Nevertheless, the effect is quite something.]]&lt;br /&gt;
[[Image:FC5-CarlG-7.jpg|thumb|none|600px|Reloading the Carl Gustav.]]&lt;br /&gt;
&lt;br /&gt;
==LPO-50 Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The artistically licensed [[LPO-50 flamethrower]] from ''Far Cry 3'' and ''4'' returns in the fifth installment, totally identical to its predecessors both in model and in gameplay performance. It has no mods other than colour schemes, though there is a Prestige version called &amp;quot;Flames On Flames.&amp;quot; An LPO-50 is not something that would really be found in Montana; any American-made flamethrower would be a better fit, though it would be more likely that the cult would simply fabricate their own home-made flamethrowers rather than going to the trouble of acquiring purpose-built military-grade ones.&lt;br /&gt;
&lt;br /&gt;
As in previous games it is a built-up fictional configuration with a single detachable fuel tank that fires a constant stream. The real LPO-50 does not work like this at all, since rather than using gas to pressurize its fuel, it uses explosive compression charges. As a result each fuel tank is a fired as a fixed-duration 2-3 second &amp;quot;shot&amp;quot; which is ignited by one of the three pyrotechnic igniter cartridges at the muzzle. Oddly, flamethrower heavies wear an [[M2 Flamethrower]] backpack along with it: there is no connection between this and the LPO-50, and it seems to be filled with dynamite given the spectacular detonation that results from hitting it.&lt;br /&gt;
&lt;br /&gt;
The first Live Event, which challenged players to set fire to animals without using molotovs or a flamethrower (or the repair torch, which can ignite flammable objects and seems to count as a flamethrower despite requiring the player character be physically touching their target), gave a free Prestige flamethrower called &amp;quot;Flamebearer&amp;quot; for 20 such kills. ''Far Cry'' players being ''Far Cry'' players, the 1-week all-players goal of 50,000 such kills in total for some other unlocks was exceeded five times over within a day.&lt;br /&gt;
&lt;br /&gt;
Yet another Prestige flamethrower, the &amp;quot;Cleansing Fire,&amp;quot; seems to have been added in the update for the second weekly challenge.&lt;br /&gt;
&lt;br /&gt;
It also appears in ''Hours of Darkness'' where it is used by Vietcong heavies and can sometimes be founds hidden in camps.&lt;br /&gt;
&lt;br /&gt;
[[File:LPO main.jpg|thumb|none|400px|LPO-50 flamethrower]]&lt;br /&gt;
[[Image:FC5-LPO-1.jpg|thumb|none|600px|The custom LPO-50. As before, it has what appears to be a WW2-era German gas mask container for a fuel tank.]]&lt;br /&gt;
[[Image:FC5-LPO-2.jpg|thumb|none|600px|The &amp;quot;look Steve, I just can't ''think'' of a name for this one&amp;quot; variant.]]&lt;br /&gt;
[[Image:FC5-LPO-3.jpg|thumb|none|600px|The &amp;quot;Flamebearer&amp;quot; variant is indeed well-suited to creating flaming bears.]]&lt;br /&gt;
[[Image:FC5-LPO-5.jpg|thumb|none|600px|Montana is apparently experiencing a serious surplus of highly decorated modified Soviet flamethrowers.]]&lt;br /&gt;
[[Image:FC5-LPO-4.jpg|thumb|none|600px|People told the Deputy that it was hard to organize a festival, but Burning Man Montana is already a roaring success.]]&lt;br /&gt;
[[Image:FC5-LPO-7.jpg|thumb|none|600px|Having thrown all semblance of good taste to the wind, the Deputy uses the &amp;quot;Flamebearer&amp;quot; variant to participate in the grand ''Far Cry'' tradition of incinerating drug fields, this time having to thwart the cult's dastardly sprinkler system in the process.]]&lt;br /&gt;
[[Image:FC5-LPO-6.jpg|thumb|none|600px|Reloading the &amp;quot;Flamebearer&amp;quot; shows the ludicrously baroque decoration.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M79 grenade launcher]] returns from ''[[Far Cry 4]]'' with its stock sawed off and barrel cut down slightly to remove the front sight: as before this is probably based on the cut-down &amp;quot;pirate gun&amp;quot; M79 used by US Special Forces, though the latter is a much more drastic modification with the barrel cut down to just in front of the rear sight bracket, the rear sight removed, and a small reflex sight fitted to the barrel just in front of the breech. &lt;br /&gt;
&lt;br /&gt;
It retains the mystical machinery that allows its front sight to magically flip up on its own whenever the user aims down its sights. Like its previous iteration, the game classifies it as a sidearm, thus allowing it to be fired one-handed while driving a vehicle without fixed weapons or using a zip line. The &amp;quot;sidearm takedown&amp;quot; now uses the Deputy's sidearm rather than pulling an M1911 or Desert Eagle from nowhere, which can have some, shall we say, ''unfortunate'' results if the sidearm in question is the M79. It is thus far the only grenade launcher in the game.&lt;br /&gt;
&lt;br /&gt;
It is somewhat depowered compared to the previous game, with per-shot power more comparable to ''Far Cry 4's'' [[QLZ-87]], and is certainly nothing compared to the explode-everything-in-one-hit weapon from ''Far Cry 2''. It unlocks at a resistance level of 6.&lt;br /&gt;
&lt;br /&gt;
It also appears as a hidden weapon in ''Hours of Darkness''.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 - 40x46mm]]&lt;br /&gt;
[[Image:FC5-M79-1.jpg|thumb|none|601px|The M79 showcases a different pointless dangly strap. Note that for no apparent reason, just enough of the barrel is removed to excise the front sight.]]&lt;br /&gt;
[[Image:FC5-M79-2.jpg|thumb|none|600px|The &amp;quot;Shark Shooter&amp;quot; variant would have been a lot more useful in ''Far Cry 3''.]]&lt;br /&gt;
[[Image:FC5-M79-3.jpg|thumb|none|600px|The Deputy, having not read the instructions, uses her &amp;quot;Shark Shooter&amp;quot; to shoot at some boats. While parachuting, no less.]]&lt;br /&gt;
[[Image:FC5-M79-4.jpg|thumb|none|600px|The results speak for themselves.]]&lt;br /&gt;
[[Image:FC5-M79-5.jpg|thumb|none|600px|The ladder sight returns complete with its magic hands-free operation and lack of any front sight to align with. When using the &amp;quot;Shark Shooter,&amp;quot; snapping the ladder sight at NPCs while going &amp;quot;raaaar&amp;quot; is optional, but suggested.]]&lt;br /&gt;
[[Image:FC5-M79-6.jpg|thumb|none|600px|A different stage in the reload animation: as with several other weapons, the old round and new round are both shown with struck primers. This is seen as the Deputy assists a random director in filming a ''Blood Dragon'' movie out in the middle of nowhere by killing cultists who are disturbing the set. Yes, really.]]&lt;br /&gt;
[[File:FC5-M79-7.jpg|thumb|none|600px|Reloading a bloody M79, as with a few other weapons, the reload animation can be seen from another angle if one reloads while braced against cover. Unusually, the Deputy uses their right hand when reloading, whereas almost all other games have a supporting-hand style reload (including the previous main title).]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
Two types of C4 explosives can be acquired, both of which seem to be flattened-out M112 demolition charges (though the lettering is obscured) with various bits and pieces added to them to represent detonator circuitry. Remote C4 curiously only seems to allow the placement of one block at a time since throw and detonate use the same button, while proximity C4 charges can be placed freely. The Deputy cannot set off proximity charges they have placed themselves, and both types of C4 can be picked up again if desired.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[Image:FC5-C4-1.jpg|thumb|none|600px|Remote C4 on the items menu. Note that despite one of the crafting components being depicted as a C4 block it is called &amp;quot;nitro.&amp;quot; Carrying around nitroglycerine would not be a good idea unless the Deputy's life goal is to be painted over instead of buried.]] &lt;br /&gt;
[[Image:FC5-C4-2.jpg|thumb|none|600px|The proximity version is a recolor of the same model, with the only real difference being the addition of a silly little laser beam effect coming out of the device at the top. This is not a laser tripwire, and is not longer than it is here when the bomb is placed: it more or less just represents a vague concept of detonation.]]&lt;br /&gt;
[[Image:FC5-C4-3.jpg|thumb|none|600px|Encountering a cult roadblock, the Deputy decides that C4 will work a bit better than giving them a ticket.]]&lt;br /&gt;
[[Image:FC5-C4-4.jpg|thumb|none|600px|After liberating a cult outpost she discovers a cache of random items, including a not-very-nutritious fruit basket. Note that the proximity C4 charges always have their laser turned on, even when they are just an ammo pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
&lt;br /&gt;
Standard 8-inch, 8oz sticks of dynamite are available as thrown explosives, thrown in the same manner as grenades. Dynamite has a longer fuse than grenades, but also creates a much larger explosion, and is especially effective at destroying vehicles. Like grenades, the fuse on dynamite can be &amp;quot;cooked&amp;quot; by holding the throw button (this is fairly easy since the fuse visibly burns), and like all thrown weapons it can still be thrown while driving a vehicle. Making dynamite with the crafting system requires two units of &amp;quot;nitro,&amp;quot; and more questionably two &amp;quot;casings&amp;quot; and two &amp;quot;fasteners.&amp;quot; It is not clear precisely what the Deputy uses the latter two components for.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-Dynamite-1.jpg|thumb|none|600px|The &amp;quot;sticky dynamite&amp;quot; upgrade makes the sticks stick.]]&lt;br /&gt;
[[Image:FC5-Dynamite-2.jpg|thumb|none|600px|The Deputy prepares to make her offering to the Altar of Explosions. Note the lit fuse: luckily there are no consequences to hitting the cancel button and putting a lit stick of dynamite back in your pocket.]]&lt;br /&gt;
[[Image:FC5-Dynamite-3.jpg|thumb|none|600px|The fuse is still shown lit during the throwing animation, and for once the Deputy does not have to worry about whether or not she pulled the pin.]]&lt;br /&gt;
[[Image:FC5-Dynamite-4.jpg|thumb|none|600px|Later she makes another offering, which the Altar seems to approve of.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
An [[M18 smoke grenade]] that incorrectly produces grey smoke can be used for screening or to confuse enemies: enemies have also developed a disturbing fondness for throwing smoke grenades directly at the player character or in front of themselves if no cover is near them when they are attacked. White / grey smoke should make it an [[AN/M8 smoke grenade|AN/M8]] or [[M83 smoke grenade|M83]] smoke grenade, but the in-game grenade is marked &amp;quot;smoke, grey&amp;quot; rather than &amp;quot;smoke, HC&amp;quot; or &amp;quot;smoke, TA&amp;quot; respectively. Old habits have sadly returned and the thrown and pickup model of the M18 are the same, meaning that when thrown it still has the pin and spoon attached.&lt;br /&gt;
&lt;br /&gt;
The M18 is incorrectly depicted as a bursting-type smoke grenade with the casing vanishing entirely when it detonates and the smoke cloud instantly reaching its full size: the M18 is actually a burning-type grenade and continues to create smoke for 50-90 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:FC5-Smoke-1.jpg|thumb|none|600px|Well, they went there.]]&lt;br /&gt;
[[Image:FC5-Smoke-3.jpg|thumb|none|600px|The Deputy gets off to a good start by pulling the pin from her M18 smoke grenade.]]&lt;br /&gt;
[[Image:FC5-Smoke-2.jpg|thumb|none|600px|Like standard grenades, it is possible to &amp;quot;cook&amp;quot; smoke grenades, and possible to put them away with the pin pulled without consequence. There is not even a penalty for letting them go off in the Deputy's hand.]]&lt;br /&gt;
[[Image:FC5-Smoke-4.jpg|thumb|none|600px|After throwing the grenade, she can't help feeling that some of her past interactions with it have not been properly acknowledged.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M26 Hand Grenade]] is, as in the previous games, the main fragmentation grenade used by the Deputy and enemies, and retains the egg-timer ticking sound heard when thrown in the previous two games. It is a little less common for the player to actually end up using the M26, since unlike the dynamite it cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:FC5-Grenade-1.jpg|thumb|none|600px|It's a shame that the deputy didn't have this advice for the M18 instead of the fart jokes. This is probably based on an inert grenade that has had the pin pulled and replaced: note the base of the pin is barely split, which would be extremely dangerous on a live grenade.]]&lt;br /&gt;
[[Image:FC5-Grenade-5.jpg|thumb|none|600px|The Deputy discovers an unorthodox substitute for a toilet brush.]]&lt;br /&gt;
[[Image:FC5-Grenade-3.jpg|thumb|none|600px|As in previous games, there is an animation of pulling the pin and releasing the spoon: like Ajay, the Deputy just knows how to do this.]]&lt;br /&gt;
[[Image:FC5-Grenade-2.jpg|thumb|none|600px|Unfortunately, throwing the grenade, cooked or not, results in it turning into the in-world model with the pin and spoon still attached as soon as it leaves the Deputy's hand.]]&lt;br /&gt;
[[Image:FC5-Grenade-4.jpg|thumb|none|600px|The above experiment leaves the Deputy very thankful that videogame fragmentation grenades do not contain fragments.]]&lt;br /&gt;
&lt;br /&gt;
==Pipe Bomb==&lt;br /&gt;
&lt;br /&gt;
Another tool in the rather needless variety of explosives are pipe bombs, which use a burning fuse like the Dynamite. Despite being more or less the poster child for improvised explosives, pipe bombs cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-Pipebomb-1.jpg|thumb|none|600px|This hardware store is not in the game.]]&lt;br /&gt;
[[Image:FC5-Pipebomb-2.jpg|thumb|none|600px|The Deputy prepares to throw her rather over-designed pipe bomb.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
Oddly, all mounted machine guns are considered to be part of the &amp;quot;LMG&amp;quot; category of weapons for purposes of in-game challenges, even though they are general-purpose or heavy machine guns.&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
Replacing the DShK from ''Far Cry 3'' and ''4'', the [[Browning M2HB]] appears as the game's standard heavy machine gun, mounted on both cultist trucks and in static positions. As has become standard for mounted guns in ''Far Cry'' games, they have infinite ammunition and never need to be reloaded, and are instead governed by a heat gauge. The Deputy still subscribes to the patented Jason Brody method of dealing with heat build-up, and will pull the charging handle to make it not hot if it overheats.&lt;br /&gt;
&lt;br /&gt;
They are also seen thoughout ''Hours of Darkness'' being used by the Vietcong: this is a little strange since ''Far Cry 4'' had a [[DShK]] model that could have been given a fresh coat of paint and used instead.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC5-M2-1.jpg|thumb|none|600px|Encountering a mounted Browning M2, the Deputy is seized by the desire to make it fill as much of the screen as possible while she searches for the antigravity engine that is allowing it to remain in this position.]]&lt;br /&gt;
[[Image:FC5-M2-5.jpg|thumb|none|600px|After discovering a dead militiaman, the Deputy decides to blame a nearby plastic drum for the murder and gets to work avenging him. As with the handheld machine guns, the rounds on the M2's belt are shown with struck primers. The re-use of the ejected brass effect for the DShK from previous games is half-appropriate for an M2 since unlike the DShK it actually does use disintegrating belt links. However, the M2 only ejects belt links from its right side: spent casings are instead ejected though a chute underneath the weapon. The M2 ejecting a spent case that is facing backwards is also more than a little concerning. Note that the game's plague of notch rear sights has afflicted the M2: it should have an aperture rear sight.]]&lt;br /&gt;
[[Image:FC5-M2-6.jpg|thumb|none|600px|The Deputy uses the iron sights of the M2 to sight up one of the cult's old fighter planes. Note that unlike many shooters where the player character simply vaguely influences the M2 to fire, the Deputy actually has her thumbs on the butterfly trigger.]]&lt;br /&gt;
[[Image:FC5-M2-4.jpg|thumb|none|600px|As another plane comes in for a strafing run, the Deputy opens up with an M2: note the triggers are now pressed down.]]&lt;br /&gt;
[[Image:FC5-M2-3.jpg|thumb|none|602px|This display of correct firearm handling proves too much for the plane.]]&lt;br /&gt;
[[Image:FC5-M2-2.jpg|thumb|none|600px|The ''Far Cry'' rules of heat dissipation are still in force: if the gun overheats, all the Deputy needs to do is pull the charging handle to set things right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
Several ground and air vehicles in the game are shown armed with [[Browning M2 Aircraft]] machine guns, which are fitted with the muzzle booster cap of a [[Browning M3]]. These M2s, aside from those internally mounted in the wings of the old fighter planes, are always in the spade-grip &amp;quot;flexible&amp;quot; configuration, which was intended to be manned directly by support gunners inside aircraft. The &amp;quot;fixed&amp;quot; configuration would be more appropriate for most of them, and precisely how some of them are actually fired is unclear.&lt;br /&gt;
 &lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC5-M2Aircraft-2.jpg|thumb|none|600px|The Deputy looks over the rear-facing M2 Aircraft turret of one of the game's fictional &amp;quot;AdjudiCor FBW-2&amp;quot; aircraft. These seem to be a strange cross between a Mustang, a Spitfire and a TBM Avenger.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-6.jpg|thumb|none|600px|Having encountered the one vehicle in the game where the flex mount is actually appropriate, the Deputy takes a closer look at the mounting.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-5.jpg|thumb|none|600px|The pilot obviously cannot control the turret gun, but as a compromise gets twin synchronized M2s mounted in the wings.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-7.jpg|thumb|none|600px|The Deputy fires the wing-mounted M2s while she reads the Do Not Read This Sticker sticker. Aircraft come with unlimited gun rounds governed via a heat gauge, but other ammo is limited to four shots (four bombs or four twin rocket shots). This can somehow be reloaded in mid-air by giving $1,000 to nobody in particular.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-1.jpg|thumb|none|600px|One side-mission tasks her with recovering the result of a successful experiment aimed at carving a semi truck out of a block of condensed patriotism.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-3.jpg|thumb|none|600px|The Deputy looks over &amp;quot;The Revelator,&amp;quot; an armored truck used by the cultists which had not counted on her having a pre-order helicopter with mounted M2 Aircraft machine guns. And, more relevantly, rockets.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-4.jpg|thumb|none|600px|The special variants of the seaplane, such as the &amp;quot;Cluster Duck&amp;quot; shown here, have Browning M2 Aircraft guns mounted under their wings, with very little indication of how they are operated.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional rotary gun==&lt;br /&gt;
&lt;br /&gt;
For reasons that are not entirely clear, in the final game Nick Rye's plane &amp;quot;Carmina&amp;quot; switches from having twin underwing Browning M2 Aircraft machine guns as was shown in previews to a chin-mounted rotary gun: this looks like an oversized [[M134 Minigun]]. The mounting has no room to fit a drive mechanism and there is no obvious ammunition source or ejection port on the cannon fairing. More bizarrely, the muzzle clamp seems to be a solid version of the one from a [[General Electric GAU-8/A Avenger]] rather than the flash hider of a minigun.&lt;br /&gt;
&lt;br /&gt;
Presumably this was done to make the missions in Nick's plane easier than they would be if it had the slower-firing wing-mounted guns that the other variants have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Hires GAU8.jpg|thumb|400px|none|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[Image:FC5-Minigun-1.jpg|thumb|600px|none|The Deputy is too busy wondering why she can see her dog through Nick's plane to notice its weird armament. The cannon fairing seems to have been such a last-minute addition that Ubisoft didn't even have time to paint it: how it manages to not shoot off the propeller is unclear.]]&lt;br /&gt;
[[Image:FC5-Minigun-2.jpg|thumb|600px|none|The Deputy decides to get a more dramatic view, showing off the fictional rotary gun as well as two of the four iron bombs Nick's plane is equipped with. These seem to mostly be based on a Mk 81 250lb bomb, though they have a ring tail assembly that bomb does not.]]&lt;br /&gt;
[[Image:FC5-Minigun-4.jpg|thumb|600px|none|The &amp;quot;The Resistance: Nick Rye&amp;quot; trailer showed Nick mounting the gun on his plane: here it seems to be a set of Dillion Aero or Garwood M134G barrels, though precisely what is going on with the right-hand side of the barrel set is unclear.]]&lt;br /&gt;
[[Image:FC5-Minigun-5.jpg|thumb|600px|none|As Nick picks it up it becomes clear that it is ''ridiculously'' large for a minigun. For a comparison, look at [[Media:T2JDHandheldMinigun-2.jpg|this image]] of [[Arnold Schwarzenegger]] picking up a normal-size minigun in ''[[Terminator 2]]''.]]&lt;br /&gt;
[[Image:FC5-Minigun-3.jpg|thumb|600px|none|The giant pseudo-minigun (perhaps &amp;quot;megagun&amp;quot; is more appropriate) mounted under Carmina's nose.]]&lt;br /&gt;
&lt;br /&gt;
==KS-19 antiaircraft gun==&lt;br /&gt;
&lt;br /&gt;
During the game's 1.6 update, several assets from the then-upcoming DLC ''Hours of Darkness'' were made available in the Arcade map editor for use. Among them is a KS-19 antiaircraft gun. In the actual DLC these guns form a side-objective: until they are destroyed, Wendell cannot call in airstrikes, and when they are destroyed he receives a &amp;quot;recon plane&amp;quot; which adds local areas of interest to the map in a similar manner to the old radio towers. The KS-19 is shown as if it is a rapid-fire cannon during the scene that introduces AA sites as an objective, which it is not: while it does have a semi-automatic mechanism with an autoloading tray and automatic rammer, the rate of fire was on average about 15 rounds per minute with a 15-man crew. With the one-man crew the guns tend to be shown with, the rate of fire would be rather closer to zero rounds per minute.&lt;br /&gt;
&lt;br /&gt;
The guns are never shown firing while they are on screen: even if the player is in the &amp;quot;Action Movie&amp;quot; mode unlocked after completing the game once which allows airstrikes to be called in at any time, they will not even try to engage aircraft that are targeting them directly.&lt;br /&gt;
&lt;br /&gt;
[[Image:KS-19.jpg|thumb|none|400px|KS-19 antiaircraft gun at the St. Petersburg Artillery Museum - 100x695mm R]]&lt;br /&gt;
[[Image:FC5-KS-1.jpg|thumb|none|600px|Wendell Redler encounters one of the Vietcong KS-19s.]]&lt;br /&gt;
[[Image:FC5-KS-2.jpg|thumb|none|600px|Oddly, Wendell's bow turned out to be a less than optimal way of dealing with the KS-19.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted M60E4==&lt;br /&gt;
&lt;br /&gt;
The game's handheld [[M60E4]] also exists in a very unusual configuration as a mounted weapon, with spade grips attached to the back of the stock. This appears to have been created by someone who had seen an [[M60D]] but did not quite understand what they were looking at: the most obvious proof of this is that the in-game weapon has no linkage between the spade grips and the trigger mechanism.&lt;br /&gt;
&lt;br /&gt;
Mounted versions have infinite ammo and are governed by a heat gauge. In the M60's case, if it is allowed to overheat, just hitting it a couple of times seems sufficient to banish the warmth from it and get it working again.&lt;br /&gt;
&lt;br /&gt;
The same mounted M60E4 model is also used in ''Hours of Darkness'': this is highly anachronistic, since the M60E4 did not exist until the 1990s.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4.jpg|thumb|none|400px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M60DDM.jpg|thumb|none|400px|M60D machine gun new version - 7.62x51mm NATO. Note the rod under the weapon connecting the spade grips to the trigger group.]]&lt;br /&gt;
[[Image:FC5-M60Mount-1.jpg|thumb|none|600px|The Deputy looks over a mounted M60E4: note the lack of any such connecting rod, though at least this version has a belt box. &amp;quot;Mounted&amp;quot; may be exaggerating things a little, though: &amp;quot;somehow not falling off this ledge&amp;quot; is perhaps more accurate.]]&lt;br /&gt;
[[Image:FC5-M60Mount-2.jpg|thumb|none|600px|As with the M2, the version mounted on vehicles always has an armored gunshield fitted.]]&lt;br /&gt;
[[Image:FC5-M60Mount-3.jpg|thumb|none|600px|Firing the mounted M60: the ejected brass effect is the same as the .50 cal M2 (and the old DShK), but with the casings scaled down somewhat. Unfortunately the same is not true of the belt box, which seems to still be using the .50 cal belt for the M2.]]&lt;br /&gt;
[[Image:FC5-M60Mount-4.jpg|thumb|none|600px|Iron sights of the mounted M60: these are slightly different to the handheld version. As with the &amp;quot;MKG&amp;quot; that the M60 replaces it is also raised for indirect fire, which does not stop the M60 from firing straight ahead when using the iron sights.]]&lt;br /&gt;
[[Image:FC5-M60Mount-5.jpg|thumb|none|600px|Realising that the gunshield prevents her from easily accessing the charging handle, the Deputy is forced to resort to the ''Far Cry 2'' school of firearm care.]]&lt;br /&gt;
&lt;br /&gt;
== M120 Mortar ==&lt;br /&gt;
The same [[M120 mortar]]s seen in ''Far Cry 4'' are found around the map. As before, they are relatively difficult to use since there is no tutorial for how they are supposed to work and unlike ''Far Cry 2'' the weapon has no range indicator when not using the sights. Surreally, the sight appears to be linked to a geosynchronous satellite, providing a high overhead view, now with the reticle illuminated in green.&lt;br /&gt;
&lt;br /&gt;
In ''5'', there seem to be two types of M120, though it is not visually clear what type a given mortar is. One is the same as before,  firing an extremely powerful submunition round seemingly based around the same non-conservation-of-mass technology usually seen in videogame depictions of white phosphorous; this rains bomblets over a wide area and can destroy anything it hits. This type is extremely rare: one appears at the end of the storyline mission &amp;quot;The Cleansing&amp;quot; in the southern area, Holland Valley. The standard type fires a single-warhead point-detonating explosive round, and is harder to use due to the decreased area of effect.&lt;br /&gt;
&lt;br /&gt;
To make enemy mortars less frustrating than their hard-to-find ''Far Cry 2'' counterparts, there is an indicator similar to the grenade indicator for incoming mortar rounds, and enemies will loudly declare &amp;quot;I'm going for the mortar!&amp;quot; to nobody in particular if they intend to use one. Mortars tend to fire at greater range than in ''Far Cry 4'', since they are now much easier to evade.&lt;br /&gt;
&lt;br /&gt;
It also appears in ''Hours of Darkness'' where it is used by the Vietcong: like several other weapons carried over from the main game, the M120 is only a couple of decades old and would not have been present at the time. North Vietnamese Army forces typically used Soviet infantry mortars or the Type 31, a Chinese copy of the American M2 60mm mortar, while the VC, when not using stolen American equipment, mostly used a bizarre home-made 50mm mortar made from wire-wrapped two-inch gauge metal water pipes known as the &amp;quot;Sky Horse.&amp;quot; They still have their inexplicable personal satellite uplink targeting system.&lt;br /&gt;
&lt;br /&gt;
[[Image:M120sm.jpg|thumb|none|400px|M120 Mortar - 120mm]]&lt;br /&gt;
[[Image:FC5-Mortar-1.jpg|thumb|none|600px|The Deputy locates a mortar, finding herself a little suspicious of its tiny baseplate.]]&lt;br /&gt;
[[Image:FC5-Mortar-2.jpg|thumb|none|600px|The standard view when using the mortar: this is the more common low-power version, note the single explosion in the distance.]]&lt;br /&gt;
[[Image:FC5-Mortar-3.jpg|thumb|none|600px|The Deputy hefts a round into a mortar as she makes the cult regret placing it in their outpost. While it is a little curious that she would know how to use such a weapon, it is not really any more ridiculous than Ajay knowing how in the previous game.]]&lt;br /&gt;
[[Image:FC5-Mortar-4.jpg|thumb|none|600px|The cult quickly discovers they will need reinforcements for their reinforcements. As before, the aim button switches to this unexplained overhead view which allows accurate placement of shots as opposed to blindly elevating the mortar with no range scale. The only difference between this and the mortar in ''4'' is that the crosshair is now illuminated. This same crosshair is also used as the bombsight for aircraft equipped with iron bombs.]]&lt;br /&gt;
&lt;br /&gt;
=Cover Weapons=&lt;br /&gt;
&lt;br /&gt;
The game's extended cover artwork (an obvious reference to Da Vinci's mural ''The Last Supper'') features a large number of weapons, some of which are taken directly from the game and others which are different in game or simply do not appear at all.&lt;br /&gt;
&lt;br /&gt;
[[File:FC5Cover1.jpg|thumb|none|600px|The left half of the extended cover (too large to post on IMFDb.) The game's [[Sawed-off Double Barrel Shotgun]] (&amp;quot;D2&amp;quot;), [[Smith &amp;amp; Wesson Model 629]] (&amp;quot;.44 Magnum&amp;quot;), and &amp;quot;AR-C&amp;quot; are depicted. Additionally, a regular [[Colt M1911A1]], [[Mossberg 590]] with extended magazine tube, [[M4A1]] sans flash hider, and several [[Mk 2 Hand Grenade]]s are shown.]]&lt;br /&gt;
[[File:FC5Cover2.jpg|thumb|none|600px|The right half of the cover. Again seen are several &amp;quot;AR-C&amp;quot;s, Mk 2 Hand Grenades, a Mossberg 590, and an M4A1. Unique to this half of the cover are the two [[RPG-7]]s, a [[SA Vz.61 Skorpion]], [[Beretta 92SB]], what looks like a [[Mossberg 590 Cruiser]], and an unidentified rifle mostly out of the shot on the far right.]]&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_V:_The_Phantom_Pain&amp;diff=1226582</id>
		<title>Metal Gear Solid V: The Phantom Pain</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_V:_The_Phantom_Pain&amp;diff=1226582"/>
		<updated>2018-11-06T06:28:12Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* &amp;quot;HMG-3 Wingate&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid V: The Phantom Pain&lt;br /&gt;
|picture = Metal Gear Solid V The Phantom Pain pc box.jpg&lt;br /&gt;
|caption =&lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox360&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Playstation 4&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action-adventure, stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid V: The Phantom Pain''''' is a 2015 third-person stealth-action open-world game developed by Kojima Productions and published by Konami, and is the direct follow on to the short first &amp;quot;episode&amp;quot; of the story, ''[[Metal Gear Solid V: Ground Zeroes]]''. Set in 1984, a decade after ''[[Metal Gear Solid: Peace Walker]]'', the story begins after the destruction of the old Mother Base facility by a team from the mysterious Cipher organisation's strike unit, XOF. Big Boss has been in a coma for nine years and much has changed, but, awakening as XOF assaults the hospital he is recovering in, he must come up with a plan to get his revenge on Cipher.&lt;br /&gt;
&lt;br /&gt;
As well as the singleplayer campaign, the game features an online competitive &amp;quot;FOB mode&amp;quot; where players can invade Forward Operating Bases belonging to each other and steal resources and troops. While it was not present at launch, patches have also added a new version of ''Metal Gear Online''.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid V: The Phantom Pain''.'''&lt;br /&gt;
&lt;br /&gt;
'''For weapons relating to its sister game, see ''[[Metal Gear Solid V: Ground Zeroes]]''.'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''The Phantom Pain'' expands on the gameplay systems of ''Peace Walker'', extending some and simplifying others. The game takes place in an ''Assassin's Creed''-style continuous open world rather than a series of short missions, with two main map hubs in Afghanistan and Africa. The loadout system is similar to that of ''Peace Walker'', with the player character only able to equip a small number of firearms at a time; like ''Ground Zeroes'' it is further restricted by the three slots for firearms being set up by class, with two being primary weapons (the player character's back and hip} and one a secondary weapon (their leg holster). Sniper rifles, machine guns, shields and launchers go on the back slot, assault and battle rifles, grenade launchers and shotguns on the hip, and pistols and SMGs on the leg. Additional non-firearm items can be equipped in one of two radial menus, one of which is for support weapons such as mines and grenades and the other for equipment. There is now also a &amp;quot;tool&amp;quot; category including the binoculars, iDroid, analyser and Fulton devices, which do not require equip slots and do not need to be selected to be used.&lt;br /&gt;
&lt;br /&gt;
As before, the gameplay systems centre on a large offshore facility called &amp;quot;Mother Base,&amp;quot; this time a platform in the Seychelles, which is used as justification for the various in-game systems. The player can recruit additional troops for the new mercenary unit, &amp;quot;Diamond Dogs,&amp;quot; by either accepting volunteers or using the rather comical &amp;quot;Fulton Recovery&amp;quot; mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons, though these now require clear air above the extraction target to be used unless the late-game &amp;quot;Wormhole Fulton&amp;quot; device has been researched. In addition, upgrades allow the Fulton device to be used to extract larger objects such as resource containers, emplaced weapons and vehicles.&lt;br /&gt;
&lt;br /&gt;
While the player character is able to pick up weapons used by enemies in the game world, this does not add them to the player's inventory permanently; to select new weapons from the loadout screen, they must be developed via the R&amp;amp;D department using points acquired by the Combat Team (as well as numerous other means). All weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. Unlike ''Peace Walker'', blueprints for weapons are generally only required to produce later versions, not to begin development. Certain high-level weapons also require staff with specific skills be part of the R&amp;amp;D team. &lt;br /&gt;
&lt;br /&gt;
Like ''Ground Zeroes'', ''The Phantom Pain'' uses fictional &amp;quot;frankengun&amp;quot; hybrids for most of the player-usable weaponry, much as ''[[Resident Evil 6]]'' did. This appears to have been done so that the game's R&amp;amp;D tech tree could feature weapons which were clear upgrades to each other, and for parts commonality in the weapon customisation system. Weapons are sorted by a tree structure where similar weapons can be upgraded linearly (ranked from 1 to 6 originally, now 1 to 11), producing better guns of fundamentally the same type. Distinctly different types are typically offshoots with their own rank.&lt;br /&gt;
&lt;br /&gt;
Resource management is more complex, with the money-substitute Gross Military Product (GMP) points being augmented by physical resources such as metals and fuel which must be gathered, and plants which must be found in the game world. Resources can be found in processed or unprocessed states; processed material is added to Mother Base's current stockpile, while unprocessed material (found as large shipping containers) must be processed first by the Base Development department, which also generates further unprocessed resources at regular intervals. The ammunition manufacturing system in ''Peace Walker'' (which manufactured ammo so quickly that running out was never an issue) is replaced with a system of charging the player for equipping weapons as well as researching them; all weapons cost GMP to equip, while high-end weapons require additional resources as well. For example, a rocket launcher may require fuel resources, or a tranquilizer gun a specific amount of soporific digitalis plants.&lt;br /&gt;
&lt;br /&gt;
Side-missions now all take place in the game world; as before these include vehicle battles, though these are now battles against regular tanks and infantry rather than protracted endurance matches with battleship-strength super-vehicles supported by entire platoons.  Presumably because it would be difficult to allow the player to use them in the open world, it is no longer possible to capture helicopters. As before, captured vehicles can be used in a side-mission battle mode, though this mode (&amp;quot;Deployment&amp;quot;) is more restrictive than before, with very specific requirements on what combinations of units can be used for each battle, some requiring the use of a particular vehicle but otherwise not allowing them to be used at all. As before, the rewards in this mode use a random drop mechanic, but generally if a blueprint is one of the rewards its drop rate will be 100%.&lt;br /&gt;
&lt;br /&gt;
At any time in the game world, the player can use the support function to request ammunition supplies, new weapons or equipment, or an entire pre-set loadout. Unlike ''Peace Walker'', it is also possible to request vehicles be dropped as support, including tanks. The player can also select one of several &amp;quot;buddy&amp;quot; characters to assist them, and switch between them using the support system.&lt;br /&gt;
&lt;br /&gt;
Weapon customisation is not initially available and requires recovering a &amp;quot;legendary gunsmith,&amp;quot; found in a mission unlocked about a fifth of the way through the game. Following this, any parts on weapons the player has researched can be swapped between them, with restrictions based on the class of weapon involved and whether it has fixed parts or the right attachment points. Underbarrel weapons must be researched as separate standalones which have the relevant ability; they can then be attached to a gun with an appropriate mounting point.&lt;br /&gt;
&lt;br /&gt;
Suppressors still work similarly to ''Peace Walker'' with a weapon only getting one suppressor which will wear out over time; this can now be manually detached to save its lifespan, however. The suppressor will automatically detach with a loud snapping sound when it wears out; it can be restored by finding (very rare) suppressor pickups in the game world, or by calling for a support drop which will include suppressors for all weapons that have them. There are three possible grades of suppressor durability, with the normal two &amp;quot;low&amp;quot; and &amp;quot;medium,&amp;quot; higher-level weapons allowing use of the latter. A handful of weapons have level three suppressors that do not degrade. &lt;br /&gt;
&lt;br /&gt;
Initally the weapon tech trees stopped at Rank 6 for all weapons; patches have since added weapons at the final two tiers. Several Rank 9 weapons were added on December 17th 2015. Later patches introduced even higher level weapons: as of April 2017, some weapons go up to level 11.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;WU Silent Pistol&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;WU Silent Pistol&amp;quot; [Windurger No.2 Silent Pistol] tranquilizer gun is shown passing over to Phantom Pain. Its permanent suppressor and &amp;quot;ghost ring&amp;quot; sight is only accessible at level 5, and earlier versions without it heavily resemble the [[AMC Auto Mag Pistol]] with the addition of a polymer frame and tritium glow-in-the-dark night sights. The gun is the equivalent of the [[Beretta M9|XM9]] from MGS2, [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk.22 Mod 0]] featured in MGS3, Portable Ops &amp;amp; Peace Walker, and the [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk. II]] from MGS4, and as in those games is manually operated. A lethal version is available, though the weapon retains its slide-lock mechanism and therefore does not fire in semi-auto. An unsuppressed, golden version is available with the Collector's Edition of the game. It is also possible to develop a lethal version.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiStandard44AutomagMod180.jpg|thumb|400px|none|High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)]]&lt;br /&gt;
[[File:MSG5-WuSP-1.jpg|none|600px|thumb|WU Silent Pistol as it appears in The Phantom Pain. Lv 1.]]&lt;br /&gt;
[[File:MSG5-WuSP-2.jpg|none|600px|thumb|WU Silent Pistol as it appears in The Phantom Pain. Lv 2.]]&lt;br /&gt;
[[File:Tppwu3.jpg|none|600px|thumb|WU Silent Pistol as it appears in The Phantom Pain. Lv 3.]]&lt;br /&gt;
[[File:Tppwu4.jpg|none|600px|thumb|WU Silent Pistol as it appears in The Phantom Pain. Lv 4.]]&lt;br /&gt;
[[File:Tppwu5.jpg|none|600px|thumb|WU Silent Pistol as it appears in The Phantom Pain. Lv 5. Note the &amp;quot;ghost ring&amp;quot; rear sight.]]&lt;br /&gt;
[[Image:MGSV-WU-1.jpg|none|600px|thumb|Big Boss holds a level 4 WU silent pistol with a combined flashlight / laser module as he departs on his latest adventure.]]&lt;br /&gt;
[[File:MGSV-TPP-CE-MGO-Gold-Gun.jpg|none|500px|thumb|A render of the Collector's Edition golden WU Silent Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AM D114 Pistol&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AM D114 Pistol&amp;quot; [Arms Material Delta-114 Combat Pistol] is the game's substitute for the [[Colt M1911A1]], that has been featured throughout the MGS series, starting with 2004's ''[[Metal Gear Solid 3: Snake Eater]]''. Aesthetically, it appears to be inspired by the [[CZ 75]], [[Browning Hi-Power]], and [[Smith &amp;amp; Wesson Model 39]] - while it ultimately ends up looking a lot like a '''FÉG Model 45 ACK/GKK'''. The gun is chambered in .45 ACP, sports the slide inside the frame design of the [[CZ 75]] and its derivatives, has BO-MAR style target sights, and a checkered front strap. Normally chambered in .45 ACP, the armor piercing-variants are chambered in 9mm.&lt;br /&gt;
&lt;br /&gt;
[[Image:EAA-Witness-Full-Size.jpg|thumb|none|400px|EAA Witness (Early production), the CZ-75 derivative that that's most similar to the AM D114]]&lt;br /&gt;
[[File:FEG45.jpg|thumb|none|400px|FÉG Model 45 ACK/GKK, bears significant resemblance to ingame gun]]&lt;br /&gt;
[[File:MSG5-AM114-2.jpg|none|600px|thumb|The AM D114 Pistol as it appears in The Phantom Pain. Lv 1.]]&lt;br /&gt;
[[File:MSG5-AM114-1.jpg|none|600px|thumb|The AM D114 Pistol as it appears in The Phantom Pain. Lv 2.]]&lt;br /&gt;
[[File:MSG5-AM114-3.jpg|none|600px|thumb|The AM D114 Pistol as it appears in The Phantom Pain. Lv 3.]]&lt;br /&gt;
[[File:Tpp19114.jpg|none|600px|thumb|The AM D114 Pistol as it appears in The Phantom Pain. Lv 4. Note the front cocking serrations.]]&lt;br /&gt;
[[File:Tpp19115.jpg|none|600px|thumb|The AM D114 Pistol as it appears in The Phantom Pain. Lv 5. Note the pistol carbine conversion kit similar to products such as the CAA Roni.]]&lt;br /&gt;
[[File:MGSMGgun.jpg|thumb|none|600px|A pre-release image shows D-Walker fitted with what appears to be a level 5 AM D114 attached to one of its two manipulator arms.]]&lt;br /&gt;
[[File:Tpp1911lb.jpg|none|600px|thumb|The AM D114-9 long-barreled, armor-piercing conversion chambered in 9mm. Note the black finish, synthetic grips, and &amp;quot;ghost ring&amp;quot; rear sight.]]&lt;br /&gt;
[[File:Tpp1911lb2.jpg|none|600px|thumb|The AM D114-45 long-barreled variant. Note the added compensator.]]&lt;br /&gt;
[[File:MSG5-AdamSka-1.jpg|none|600px|thumb|The MA D114 Pistol as it appears in The Phantom Pain. ADAM-SKA Custom. A Day One Edition exclusive.]]&lt;br /&gt;
[[File:MSG5-AM114WP-1.jpg|none|600px|thumb|The MA D114 Pistol as it appears in The Phantom Pain. Water Pistol version.]]&lt;br /&gt;
[[File:MGSVTPPAMD114FPS.jpg|none|600px|thumb|Iron sights of the AM D114 in first-person view.]]&lt;br /&gt;
[[File:MGSV-TPP-AMD114_1.jpg|none|600px|thumb|Snake pointing the AM D114. Pretty much telling you to drop the [http://www.hardcoregaming101.net/tracing/tracing6.htm &amp;quot;Sean Connery] is about to shoot you!&amp;quot; jokes.]]&lt;br /&gt;
[[File:MSG5-Pistol-1.jpg|none|600px|thumb|&amp;quot;Ishmael&amp;quot;, after he clears and checks it, hands &amp;quot;Ahab&amp;quot; an unloaded AM D114. This is a good shot of the slide inside the frame design of the pistol.]]&lt;br /&gt;
[[File:MSG5-Pistol-2.jpg|none|600px|thumb|&amp;quot;Ishmael&amp;quot; takes aim with his AM D114.]]&lt;br /&gt;
[[File:MSG5-Pistol-3.jpg|none|600px|thumb|&amp;quot;Ishmael&amp;quot; firing his AM D114.]]&lt;br /&gt;
[[File:MSG5-Pistol-4.jpg|none|600px|thumb|Big Boss searches a warehouse with his AM D114 drawn.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Burkov&amp;quot; ==&lt;br /&gt;
Substitute for the [[Makarov PM]] pistol featured in previous installments. It is the standard sidearm for the Soviet Forces operating in Afghanistan. Appears to be a mix of the Makarov with a huge design influence from the [[Heckler &amp;amp; Koch P9S]]. A tranquilizer version can also be developed, and is the first semi-automatic tranquiliser handgun in the series.&lt;br /&gt;
&lt;br /&gt;
[[Image:PM.jpeg|thumb|none|400px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Hk-p9s-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch P9S - 9x19mm. Very similiar to ingame gun]]&lt;br /&gt;
[[File:MSG5-Burkov-1.jpg|none|500px|thumb|The Burkov as it appears in The Phantom Pain. Lv 1]]&lt;br /&gt;
[[File:MSG5-Burkov-2.jpg|none|500px|thumb|The Burkov as it appears in The Phantom Pain. Lv 2]]&lt;br /&gt;
[[File:MSG5-Burkov-3.jpg|none|500px|thumb|The Burkov as it appears in The Phantom Pain. Lv 3]]&lt;br /&gt;
[[File:MSG5-Burkov-5.jpg|none|500px|thumb|The Burkov as it appears in The Phantom Pain. Lv 4, now resembling the [[Makarov PB]].]]&lt;br /&gt;
[[File:MSG5-Burkov-4.jpg|none|600px|thumb|Big Boss reloading his Burkov.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Geist P3&amp;quot;==&lt;br /&gt;
A 9mm polymer-framed handgun substituting for the [[Glock 18]] from MGS2 &amp;amp; 4. The Geist P3 appears to be a hybrid of the [[Heckler &amp;amp; Koch USP]] and [[Springfield Armory XD]] pistols. Has the lowest impact force compared to all other pistols, but has decent penetration and the highest rate of fire. Initially a semi-automatic like the [[Glock 17]], at level 3, a select fire switch is added to the frame, converting the Geist P3 into a three-round burst machine pistol like the [[Beretta 93R]]. Grade 6 adds a custom O-Ring barrel, which functions as a compensator and enables easier control.&lt;br /&gt;
[[Image:USP9mm.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[Image:SpringFieldXD9Tactical.jpg|thumb|none|400px|Springfield Armory XD-9 Tactical - 9x19mm]]&lt;br /&gt;
[[File:MSG5-Geist-1.jpg|none|500px|thumb|The Geist P3 as it appears in The Phantom Pain, with a 17-round magazine at level 1.]]&lt;br /&gt;
[[File:MSG5-Geist-2.jpg|none|500px|thumb|At level 2, the Geist P3 is equipped with a tactical flashlight and 30-round extended magazine resembling a Glock`s 31-round extended magazine.]]&lt;br /&gt;
[[File:MSG5-Geist-3.jpg|none|500px|thumb|The Geist P3 at level 3. Note the selector switch added to the frame; a design feature borrowed from the USP.]]&lt;br /&gt;
[[File:MSG5-Geist-4.jpg|none|500px|thumb|The Level 4 upgrade adds a multi-stack casket magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Uragan-5&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Uragan-5 Pistol&amp;quot; [BTS Instrument Design Bureau Uragan-5 Pistol] is a 5-round revolver that uses both lethal and non-lethal shotgun rounds; rather ridiculously it is a 12 gauge, which would raise some questions about why anyone would want to fire such a device more than once. It utilizes the low bore six-o-clock chamber design of Mateba revolvers, with the hexagonal cylinder design of the [[Chiappa Rhino]] series, and a break-action design similar to the [[MP-412 REX]]. A break action design on such a weapon would be highly impractical, as the high power of shotgun shells would stress the frame immensely and likely damage it since break-action designs by necessity have weaker overall frames.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mateba_2006.jpg|thumb|none|400px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|none|400px|Chiappa Rhino 40DS (4&amp;quot; barrel version) .357 Magnum]]&lt;br /&gt;
[[File:Tppurg.jpg|none|600px|thumb|Standard Uragan-5.]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSG5-OcelotRevolver-1.jpg|none|600px|thumb|Long-barreled version of the Uragan-5.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tornado-6&amp;quot;==&lt;br /&gt;
The Tornado-6 is the weapon of choice for Revolver Ocelot in-game, replacing the [[Single Action Army]] he wielded in previous games. The Tornado-6 appears to be a altered model of the Uragan-5 (Uragan even means 'hurricane' in Russian, though the weapon is probably named after &amp;quot;Tornado&amp;quot; Yoshida, the mocap actor for Ocelot's gun-twirling in ''MGS3'').&lt;br /&gt;
[[Image:Mateba_2006.jpg|thumb|none|400px|none|Mateba 2006M - .357 Magnum]]&lt;br /&gt;
[[File:MSG5-OcelotRevolver-2.jpg|none|600px|thumb|Quiet manages to fire 6 shots from Ocelot's Tornado-6 through the rotor blades of a helicopter.]]&lt;br /&gt;
[[File:MGSV_URAGAN_Ocelot_1.jpg|thumb|none|600px|Ocelot dual-wielding Tornado-6s in the Metal Gear Online 3 trailer. For some reason, the chambers don't appear to be actually loaded.]]&lt;br /&gt;
[[File:MSG5-OcelotRevolver-3.jpg|thumb|none|600px|Ocelot dual wielding his Tornado-6's in the latest Metal Gear Online 3 trailer, finally giving us a confirmation on the official name.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Windurger S333/S362/S324LB&amp;quot;==&lt;br /&gt;
A .44 calibre revolver with design cues taken from the [[Dan Wesson revolvers]], and [[Colt Python]]. It substitutes the [[Smith &amp;amp; Wesson Model 19]] from [[Peace Walker]]. A special version of this revolver with olive-drab grips is available in the Collector's version of the game. A long barreled version known as the S324LB is also available. There are 3 distinct variants; the standard S333 which can come in snub and standard barrel variants, the S362 which does slightly more damage but is otherwise identical and the S324LB which is a long barrel version.&lt;br /&gt;
[[File:DW15-VH.jpg|thumb|400px|none|Dan Wesson Model 15-VH - .357 Magnum]]&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|400px|Colt Python with 4&amp;quot; Barrel and factory wood grips - .357 Magnum]]&lt;br /&gt;
[[File:MSG5-Revolver-1.jpg|none|600px|thumb|The Windurger S333 as it appears in The Phantom Pain.]]&lt;br /&gt;
[[File:MSG5-Revolver-2.jpg|none|600px|thumb|The Windurger S333SB as it appears in The Phantom Pain - Snub Nosed.]]&lt;br /&gt;
[[File:MSG5-Revolver-3.jpg|none|600px|thumb|The Windurger S324LB as it appears in The Phantom Pain - Long-barreled.]]&lt;br /&gt;
[[File:MGSVTPPWU233FPS.jpg|none|600px|thumb|Iron sights of the Windurger revolver in first-person view.]]&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zorn Kampf Pistole&amp;quot; is a substitute for the K. Pistol from [[Peace Walker]], and is more or less an unaltered [[Leuchtpistole]] (without even the white Z that identifies the Kampfpistole) fitted with a Sturmpistole indirect fire sight as in that game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg |thumb|none|400px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:Tppkamp.jpg |thumb|none|600px|Upgrade tree for the Zorn Kampf, including a non-lethal variant. Given the low velocity of the rounds, and the tendency for grenade rounds to fly in an arc in video games, the laser sight is sort of useless.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;Sz.-336&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The '''Sz.-336 SMG''' [Sodomka zbrojovka Type 336 Submachine Gun] returns from ''[[Metal Gear Solid: Ground Zeroes]]''. It substitutes for the [[Sa. Vz.61 Skorpion]] featured in MGS3 and MGSPW. Like most weapons in the game, it appears to be made up of parts from various real firearms, such as a hybrid receiver of the [[SA.23 submachine gun series|SA.23 SMG]] and [[Uzi]], the Uzi's iron sights and the wire-stock and bolt of a [[Skorpion]]. Ingame, it fires 7.65mm ammunition, a change from Ground Zero's version of the Sz.-336, which was chambered in 9mm.&lt;br /&gt;
&lt;br /&gt;
Several XOF troopers are seen wielding it while storming the hospital premises in the prologue of the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Skorpion-ZA-VZ61 side.jpg|none|400px|thumb|Sa. Vz. 61 Skorpion with 10 round magazine and stock extended - .32 ACP]]&lt;br /&gt;
[[File:Cobra_LDP.jpg|none|400px|thumb|Cobra LDP, semi-auto variant of SA.23 SMG using Uzi magazines, bears notable resemblence to in-game gun.]]&lt;br /&gt;
[[File:Tppuzil.jpg|thumb|none|600px|Sz.-336 levels 1-5.]]&lt;br /&gt;
[[File:Sz-336 MGSV TPP E3 2015.jpg|thumb|none|600px|A shot of the rapid-fire off-shoot of the Sz.-336, showing off a different wire stock, laser aiming module, suppressor, and red dot sight. Also note the extended magazine.]]&lt;br /&gt;
[[File:MSG5-SMG-1.jpg|thumb|none|600px|A Cipher operator takes aim with his Sz.-336.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MACHT 37&amp;quot;==&lt;br /&gt;
The &amp;quot;MACHT 37&amp;quot; [Maschinen Taktische Pistole 37] , is the game's substitute for the MP5 featured in Peace Walker and some of the previous games. West German 9mm sub-machine gun, its design is influenced by the likes of [[Walther MPL]]/K and [[Heckler &amp;amp; Koch MP5]]. Aesthetically it ends up looking a lot like the '''H&amp;amp;K MP2000 prototype''' (an attempted lower-cost MP5 replacement that was something of [[Heckler &amp;amp; Koch SMG]] refinement and basis for  [[Heckler &amp;amp; Koch UMP]]).&lt;br /&gt;
&lt;br /&gt;
A compact version called the MACHT 37K is also available. Both versions borrow design elements from the [[MP5]] series, such as the matte black finish, iron sights, retractable stock or PDW-style folding stock. At level 2, it gains a foregrip attachment that resembles the vertical foregrip of the [[Heckler &amp;amp; Koch MP5K]].&lt;br /&gt;
&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|400px|Experimental H&amp;amp;K MP2000 with suppressor attached. The MP2000 was a further refinement of the SMG I and II. Had a even earlier prototype in 1987 that bore uncanny resemblence to H&amp;amp;K UMP -9x19mm]]&lt;br /&gt;
[[File:WaltherMP-L-1.jpg|thumb|none|400px|Walther MPL with stock folded - 9x19mm]]&lt;br /&gt;
[[Image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[File:Tppmpl.jpg|thumb|none|600px|The MACHT 37 in game. Lv 1-3.]]&lt;br /&gt;
[[File:Tppmpk.jpg|thumb|none|600px|The shortened MACHT 37K.]]&lt;br /&gt;
[[File:Tppmpxl.jpg|thumb|none|600px|The extended MACHT 37L. A folding MP5K-PDW style folding stock with cheek riser is an available  option.]]&lt;br /&gt;
[[File:MGSVTPPMACHT37FPS.jpg|none|600px|thumb|Iron sights of the MACHT 37 in first-person view.]]&lt;br /&gt;
[[File:PhanSMG.jpg|thumb|none|600px|The MACHT 37K &amp;quot;WEISS&amp;quot; from the Collector's Edition of the game. This MACHT actually cannot be developed in the standard research chain; the level 5 MACHT 37K has a foregrip mount.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ze'ev&amp;quot;==&lt;br /&gt;
An Israeli 9mm machine pistol based heavily on the [[Micro Uzi]] with design elements from the [[Cobra LDP]] such as the barrel jacket and front slope, this weapon comes with a suppressor and 31-round magazine. Lethal and non-lethal versions are available; the non-lethal version is called the &amp;quot;Riot SMG&amp;quot; and features a suppressor based on the Sionics Two-Stage Sound Suppressor used by the [[MAC-10]], and is loaded with rubber bullets.&lt;br /&gt;
[[Image:MicroUziPistolStock.jpg‎|thumb|none|400px|IMI Micro Uzi with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Cobra_LDP.jpg|none|400px|thumb|Cobra LDP, semi-auto variant of SA.23 SMG using Uzi magazines.]]&lt;br /&gt;
[[File:MGS5_weapons_-_Riot_SMG.jpg|thumb|600px|none|Unsilenced model]]&lt;br /&gt;
[[File:Tppuzi.jpg|thumb|600px|none|Note the Russian PK-AS style red dot sight and the Israeli style magazine holder on the very last model]]&lt;br /&gt;
[[File:Tppuzinl.jpg|thumb|600px|none| The non-lethal Riot SMG.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;G44-9&amp;quot;==&lt;br /&gt;
A 9mm conversion of the G44 rifle. The new barrel makes it look even more similar to the [[FAMAS]], though it also shows the [[Steyr AUG]]-like profile of the stock. Oddly, this weapon's magazine part (called &amp;quot;9-mag&amp;quot;) has the same stats as the MACHT 37 magazine but gives a much larger pool of reserve ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|400px|Steyr AUG Para - 9x19mm]]&lt;br /&gt;
[[File:Tppfam3.jpg|thumb|600px|none|Upgrade tree for the &amp;quot;G44-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;S1000 Shotgun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Naked Snake uses the fictional '''&amp;quot;S1000 Shotgun&amp;quot;''', modeled after the [[Remington 870]] with an extended forend resembling that of the [[Heckler &amp;amp; Koch FABARM FP6]] while on Ocelot's white horse (yes, a white horse), against a fiery apparition resembling Colonel Volgin on an equally fiery apparition resembling a winged unicorn. The basic version has a capacity of 4 rounds and later becomes magazine-fed and gains a suppressor which appears to be modelled after a shotgun rifle grenade launching cup, while other branches of the tech tree include a 6-round version with an extended barrel and magazine tube and a 3-round &amp;quot;shorty&amp;quot; version which can be developed into an underbarrel variant. Interestingly, this variant has no forend and is instead modified as a bolt-action weapon, an idea presumably taken from the [[M26 MASS]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|none|400px|Remington 870 - 12 Gauge]]&lt;br /&gt;
[[File:MSG5-S1000-1.jpg|none|600px|thumb|The S1000 as it appears in The Phantom Pain. Lvls 1-4. The slug version is the same but never gets a detachable magazine, and the air shock version has a unique scope mount with a raised rail.]]&lt;br /&gt;
[[File:Tpps100.jpg|none|600px|thumb|Extended magazine tube version.]]&lt;br /&gt;
[[File:Tpps100s.jpg|none|600px|thumb|S1000 shorty version. The lower variant looks like a [[Benelli M3]] Shorty.]]&lt;br /&gt;
[[File:MGS5Remington870.jpg|thumb|none|600px|Naked Snake firing a Remington 870 at a fiery apparition of Volgin. While a bit hard to see the 870 style magazine cap is visible confirming its identity.]]&lt;br /&gt;
[[File:MSG5-Shotgun-1.jpg|thumb|none|600px|Big Boss racks the pump action of his S1000 one handed.]]&lt;br /&gt;
[[Image:MGSV-UBshotgun-1.jpg|thumb|none|600px|Straight-pull bolt-action S1000 shotgun mounted under a custom MRS-4. Note the Soviet magazine; the game treats Soviet and STANAG 5.56mm magazines as interchangeable.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barrel shotgun==&lt;br /&gt;
The Rasp shotgun is a single-trigger [[12 Gauge Double Barreled Shotgun]] of indeterminate model much like the &amp;quot;Twin Barrel&amp;quot; from prior games, which can be developed into a ludicrous variety of different configurations including: a sawed-off version, long barrels, variants that can equip scopes and side mounts and models designed to fire slugs and less-lethal &amp;quot;air shock&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blued stainlessreceiver.jpg|thumb|none|400px|Stoeger/IGA Coach Gun Supreme Blue with Stainless Receiver - 12 gauge]]&lt;br /&gt;
[[File:Tppsg1.jpg|thumb|none|600px|The upgrade levels attach high-tech gizmos to ye olde coachgun.]]&lt;br /&gt;
[[File:Tppsgl.jpg|thumb|none|600px|The same upgrades for the longer-barreled variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Shotgun==&lt;br /&gt;
A gold-plated version of the game's &amp;quot;Rasp SBS&amp;quot; is a pre-order bonus. A normal version of the weapon can also be developed as part of the Rasp shotgun's tech tree.&lt;br /&gt;
[[Image:Remington_SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Tacticol Shootgun.jpg|thumb|none|600px|The upgrade levels of the sawn-off Rasp, because the tacticool full-length Rasp wasn't &amp;quot;cool&amp;quot; enough.]]&lt;br /&gt;
[[Image:MGSV-UBshotgun-2.jpg|thumb|none|600px|An interestingly-configured sawed-off Rasp mounted under a UN-ARC rifle. Unless the gun was using slugs (which is not an option for the underbarrel variant), the spread of shot would probably stand a reasonable chance of taking the end off the suppressor if a real gun was configured this way.]]&lt;br /&gt;
[[File:Phansg.jpg|thumb|none|600px|A golden version of the RASP SBS from the pre-ordered edition.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kabarga-83&amp;quot;==&lt;br /&gt;
A semi-automatic shotgun based off of the [[Vepr-12]]. It is presumably the games' equivalent to the [[Saiga 12]] featured in [[Metal Gear Solid 4]].&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|400px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Kabarga83 MGSV TPP.jpg|thumb|none|600px|The upgrade tree for the Kabarga, which includes a transparent extended magazine and a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bullhorn SG&amp;quot;==&lt;br /&gt;
A bullpup pump-action shotgun based on the [[Mossberg 590 Bullpup]] from the 1980's, with design elements from the [[Kel-Tec KSG]] such as the stock and flat-top. Holds 8 shells in a tube magazine.&lt;br /&gt;
[[Image:Mossberg-Bullpup-Model500.jpg|thumb|none|400px|Mossberg 590 Bullpup with 20&amp;quot; barrel and extended tube - 12 gauge]]&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with RIS Foregrip.]]&lt;br /&gt;
[[Image:Tppkel.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==&amp;quot;AM MRS-4&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The [[FAL]]-style rifle known as the '''&amp;quot;MRS-4&amp;quot;''', returns from [[Metal Gear Solid: Ground Zeroes]]. It is part of the fictional AM-69 rifle series in the game (now seemingly changed to MRS rifle series), and draws design influences from the [[Talk:Beretta AR-70/223|Beretta SCP-70/90]], the [[FN FAL#IMBEL MD-97|Imbel MD 97]], the [[FN FNC]], the SR 88, the [[Daewoo K2]], and the Gwinn Firearms Bushmaster Rifle, standing in for a [[AR-15]]-style carbine or FN FNC. It features a FN Para style stock, FAL-style side charging handle, cylindrical forearm with attached tactical torch, removable suppressor, and utilizes STANAG 5.56x45mm magazines.&lt;br /&gt;
&lt;br /&gt;
When an optic is selected, it is mounted to a riser, resembling a Beretta SCP-70/90 carrying handle. A level 1 MRS-4 with no mods is one of the &amp;quot;designated&amp;quot; weapons for the player character during cutscenes, even if they are not actually carrying one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Imbel_MD_97.jpg‎|thumb|none|400px|Imbel MD 97 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SCP7090.jpg|thumb|none|400px|Beretta SCP-70/90 with stock folded. SCP version ('''S'''pecial '''C'''arabine '''P'''aratroopers) is used by Paratroopers. - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tppfn5.jpg|thumb|none|600px|The AM MRS-4 as it appears in The Phantom Pain. Lvls 2-5.]]&lt;br /&gt;
[[File:MSG5-MSR-1.jpg|thumb|none|600px|Diamond Dogs draw their MRS-4s on Quiet]]&lt;br /&gt;
[[File:MSG5-MSR-4.jpg|thumb|none|600px|Big Boss lowers his MRS-4 when he realises who he has been hired to assassinate.]]&lt;br /&gt;
[[File:MSG5-MSR-3.jpg|thumb|none|600px|Big Boss raises his MRS-4 while engaging a plastic bucket.]]&lt;br /&gt;
[[File:MSG5-MSR-2.jpg|thumb|none|600px|A child soldier takes Big Boss' MRS-4 and levels it at Miller after Miller strikes him with his crutch.]]&lt;br /&gt;
[[File:MGSV-TPP-CE-MGO-Gold-MRS4.jpg|thumb|none|600px|Golden MRS-4 only obtainable with the Collector's Edition of the game. Note the solid stock.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AM MRS-4R&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The SAR-80 style '''&amp;quot;AM-69&amp;quot;''' from [[Metal Gear Solid: Ground Zeroes]] is renamed the &amp;quot;AM MRS-4R&amp;quot; in ''Phantom Pain''. It is part of a fictional series of rifles similar to the AR-15 series, which includes the MRS-4 (M4 Carbine), MRS-4R (M16) and MRS-71 (one of the various AR-15 derived DMRs). They utilize features of the [[FN FAL]] such as the long hand guard with 3 vent holes, [[Daewoo K2]], and the [[SAR-80]] to which they most closely resemble. Equipping an optic mounts it to a riser just in front of the rear sight, making it resemble an [[M16A2]] carrying handle with top rail mount.&lt;br /&gt;
&lt;br /&gt;
[[File:SAR80.jpg|thumb|none|400px|SAR-80 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:M16A2.jpg|thumb|400px|none|Colt M16A2 Rifle - 5.56x45mm. Select Fire rifle (Safe/Semi/3 round Burst Only).]]&lt;br /&gt;
[[File:Tppm16.jpg|thumb|none|600px|Development levels 1, 2, and 3. Note the FN FAL handguard. After equipping optics, the MRS-4R heavily resembles the M16A2; the level 3 version having the most uncanny resemblance down to the front sight/gas block.]]&lt;br /&gt;
[[File:MGS5 enemy soldier.jpg|thumb|none|600px|South African Private Force with MRS-4R]]&lt;br /&gt;
[[File:MGS5FALRifle4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mare's Leg lever-action rifle==&lt;br /&gt;
&lt;br /&gt;
Skull Face continues to carry his &amp;quot;Mare's Leg&amp;quot; lever-action rifle from Ground Zeroes in The Phantom Pain; it appears to be based on a lever-action Winchester rifle, and is not usable in gameplay.&lt;br /&gt;
&lt;br /&gt;
It is however, shortly usable in an interactive cutscene with Skullface when he drops the gun, where Big Boss somehow shoots a grand total of 10 rounds before its emptied without any indication he reloaded, an unlikely capacity for a cut-down rifle this short.&lt;br /&gt;
&lt;br /&gt;
[[Image:WInchesterMaresLegOct.jpg|thumb|none|400px|A Mare's Leg cut down from a Winchester Model 1873 rifle with octagonal barrel.  This has the tear drop shaped lever loop and case hardened receiver.  This original Winchester rifle was cut down for the film [[Wild Wild West]] (1999) and was the screen used gun by [[Will Smith]] in the movie.]]&lt;br /&gt;
[[File:MGSV-GZ-SkullFaceGun1.jpg|none|400px|thumb|Skullface's sawed-off lever-action gun. Note the grip appears to be made from bone.]]&lt;br /&gt;
[[File:MSG5-MaresLeg-1.jpg|none|600px|thumb|Skullface uses his weapon to ease the suffering of a 'patient'. He actually does spin-cock it during this sequence.]]&lt;br /&gt;
[[File:MSG5-MaresLeg-2.jpg|none|600px|thumb|Big Boss uses Skullface's weapon. He also flip-cocks it during this sequence.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SVG-76&amp;quot;==&lt;br /&gt;
[Gryzov Assault Rifle 76] . Chambered in 5.56mm, the SVG rifle series is a fictionalized substitute for the [[AK-74]], though chambered in 5.56mm instead of 5.45mm (giving it a resemblance to the AK-101 in that regard). The weapon itself is heavily modeled after the [[Norinco Type 81]] with its long, sleek receiver and triangular receiver cover with the balklite magazines and receiver cover ribbing of the AK-74. Its handguard also appears to be modeled after the [[AEK-971|AEK-series]] one. The &amp;quot;76&amp;quot; designation suggests that it was adopted by the Soviets in 1976, much like how the AK-74 was adopted in 1974; the fact that the AK-47-like version is called SVG-67 suggests it took the Soviets a remarkably long time to issue an assault rifle in the game's universe, despite an AK-47 type rifle appearing in MGS3 in 1964. Strangely, as the player progresses in the game, Soviet soldiers instead switch to carrying the SVG-67 rifle and the 76 becomes far rarer.&lt;br /&gt;
&lt;br /&gt;
The name appears to have been derived from that of the [[SVT-40]] (SVT = &amp;quot;Samozaryadnaya Vintovka Tokareva,&amp;quot; &amp;quot;self-loading rifle of Tokarev&amp;quot;), substituting the fictional designer Gryzov for Tokarev. This is a little odd since it is a designation that would normally be used to describe a semi-automatic rifle, lacking the &amp;quot;avtomat&amp;quot; (&amp;quot;automatic device&amp;quot;) label used by the real-life AK series. Though it is possible to imagine reasons for this, no reason for it is given by the game. In earlier versions of the game, the Development menu incorrectly referred to the rifle as &amp;quot;Gryzov Assault Rifle 77&amp;quot;. The mistake has since been patched.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Type 81 x 2.jpg|thumb|none|400px|Norinco Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS5AK2.jpg|thumb|none|600px|An unmodified SVG-76 at level 1. This version  is fitted with a Tabuk-style flash hider and a solid stock.]]&lt;br /&gt;
[[File:MGSVTPPSVG76FPS.jpg|none|600px|thumb|Iron sights of the SVG-76 in first-person view.]]&lt;br /&gt;
[[Image:Aks-74.jpg|thumb|none|400px|AKS-74 with Bakelite magazine - 5.45x39mm]]&lt;br /&gt;
[[File:Svg-76lvl2mgsv.jpg|thumb|none|600px|The Lvl 2 version brings the SVG's silhouette more into line with the real weapon. The gun also gets a KRUM-style muzzle brake and a AKS-74-style skeletal stock.]]&lt;br /&gt;
[[File:MSG5-SVG76-2.jpg|thumb|none|600px|The SVG-76 as it appears in The Phantom Pain. Lv 3-5.]]&lt;br /&gt;
[[File:MGS5AK.jpg|thumb|none|600px|The SVG-67 is an upgrade that swaps the caliber from 5.56mm to 7.62mm so it can stand in for the AK-47, though the only changes to the model are a more appropriate magazine, the rear sight from an AKS-74u, and a more conventional AK ribbed dust cover.]]&lt;br /&gt;
[[File:Tppsvg67.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SVG-76U&amp;quot;==&lt;br /&gt;
A shortened carbine version of the SVG-76 is available. Called the &amp;quot;SVG-76U&amp;quot;, it takes the role of the AKS-74U featured in [[Metal Gear Solid 2]], but features a longer gas block and folding stock from the [[AMD-65]].&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|400px|none|Hungarian AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MSG5-SVG-1.jpg|thumb|none|600px|SVG-76U as it appears in The Phantom Pain. Lv 1-3.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SVG-67U&amp;quot;==&lt;br /&gt;
A shortened carbine version of the SVG-67 is available as the &amp;quot;SVG-76U&amp;quot;. Its name and appearance are based on the AKMSU, but features a longer gas block and folding stock from the [[AMD-65]]. Like the SVG-76U standing in for MGS2's AKS-74U, the SVG-67U stands in for the AMD-65 featured in [[MGS3]] and [[Peace Walker]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|400px|AKMSU Krinkov - 7.62x39mm]]&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|400px|none|Hungarian AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:Tppsu.jpg|thumb|none|600px|The upgrade tree for the SVG-76U. Note the shorter gas block on later upgrades, which makes the gun more similar to the AKMSU in profile]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UN-ARC&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
[UN Automatic Rifle for Combat] . The apparent ubiquitous battle rifle of the game, its design is influenced mainly by the [[FN FAL]] (stock and grip, apparent in the non-lethal version shown in one of 2015 gameplay demos), [[SIG SG 542]] (charging handle on ejection port), and [[G3]]-esque diopter sights and magazine well. All three battle rifles were used in African wars during the 1980's. XOF (Skull Face's men) are seen with a UN-ARC(s) with stocks similiar to the [[SIG SG 550]]. It also has a nonlethal variant which fires rubber bullets, designated with a blue barrel, a carbine version with a folding stock similar to the FAL paratrooper, and a light machine gun version.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|400px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - notice stock and grip]]&lt;br /&gt;
[[Image:Sig sg542.jpg‎|thumb|none|400px|SIG SG 542 - notice charging handle on ejection port]]&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with Navy trigger group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MSG5-UNARC-1.jpg|thumb|none|600px|UN-ARC as is appears in The Phantom Pain. Lvls 1 - 4. The magazine bears resemblance to the magazine of the Howa Type 64 rifle.]]&lt;br /&gt;
[[File:MGS5SIGrifle.jpg|thumb|none|600px|XOF Troops wielding UN-ARCs. They have SIG SG 550 type stocks.]]&lt;br /&gt;
[[File:Tppsgg.jpg|thumb|none|600px|Short-barreled version &amp;quot;ARC PT&amp;quot; or &amp;quot;Paratrooper&amp;quot; with SIG-style stocks, similar to what the XOF were wielding.]]&lt;br /&gt;
[[File:UN rifle nonlethal MGSV TPP 2.jpg|thumb|none|600px|Loadout screen showing the nonlethal variant of the UN-ARC rifle.]]&lt;br /&gt;
[[File:Tppfalnl.jpg|thumb|none|600px|The UN-ARC-NL non-lethal variant and its upgrades.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;G44&amp;quot;==&lt;br /&gt;
An advanced bullpup rifle with an in-built scope, based on various bullpup rifles from the 80s. It supplants the [[Heckler &amp;amp; Koch G11|G11]] and [[Steyr AUG]] featured in [[Metal Gear Solid: Peace Walker]], and the [[FAMAS]] featured in [[Metal Gear Solid]]. In-game, the G44 is an advanced rifle used only by the Parasite Unit, who can summon the weapon in a manner that is never really explained and fire it one-handed.&lt;br /&gt;
 &lt;br /&gt;
Visually, the G44 consists of the trigger-unit and pistol grip of the [[Heckler &amp;amp; Koch G11]], the carry handle similar to the [[FAMAS]], and the stock and magazine layout of the [[Steyr AUG]].&lt;br /&gt;
&lt;br /&gt;
[[Image:G11-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 K1 - 4.73x33mm]]&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|none|400px|Steyr AUG - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:FAMAS F2.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1.]]&lt;br /&gt;
[[File:Tppg44.jpg|thumb|none|600px|Upgrade tree of the standard G44. The vented handguard is loosely based on the [[SA80]]'s.]]&lt;br /&gt;
[[File:Tppfam2.jpg|thumb|none|600px|Short-barreled version.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AM MRS-71/73&amp;quot;==&lt;br /&gt;
A designated marksman variant of the fictional MRS rifle series, this weapon substitutes the [[Heckler &amp;amp; Koch PSG-1]] from MGS1 &amp;amp; 2 and is modeled heavily on the [[MSG90|Heckler &amp;amp; Koch MSG90]] with the heavy barrel from the former. The MRS-71 is a 7.62mm variant, while the higher-level MRS-73 is a 5.56mm variant; curiously the benefit of this version is better shot groupings. For some reason the tranquiliser version, MRS-73 NL, uses a magazine labelled as .308.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|400px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MGS5_Weapons_-_AM_MRS-71.jpg|thumb|none|600px|The lvl1 Unmodified MRS-71 has an exposed gas block and receiver with the left side charging handle; features both unique to the &amp;quot;MRS&amp;quot; series of rifles.]]&lt;br /&gt;
[[Image:Tppms2.jpg|thumb|none|600px|5.56 version.]]&lt;br /&gt;
[[Image:Tppms3.jpg|thumb|none|600px|Tranquiliser version. Unlike the Riot SMG and UN-ARC-NL, the weapon only has a small blue stripe on the magazine; the magazine is the only part that makes this version a tranquiliser gun, and the barrel and muzzle of this variant are not fixed like the aforementioned guns.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bambetov SV&amp;quot;==&lt;br /&gt;
A fictional Russian semiautomatic rifle based on the [[FPK / PSL Sniper Rifle]] with some design elements taken from the [[SIG SG 550 SR]]. The weapon's caliber is treated oddly; it is described as a 7.62mm in the options, but its 8-round magazine is listed as .308 in the customize menu; this name is used for sniper rifles (the same is used for the MRS-71's 20-rounder) while the battle rifle magazines (which can also be used by sniper rifles) are listed as 7.62mm. The &amp;quot;.308&amp;quot; caliber has a huge boost in penetration but much lower overall ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Romanian-FPK-PSL.jpg|thumb|none|400px|Romanian FPK/PSL sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:550sniper.jpg|thumb|none|400px|SIG SG 550 SR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bambetov_SV_MGSV_TPP_E3_2015.jpg|thumb|none|600px|Bambetov SV upgrade tree. Note that there is no gap between the magazine and trigger guard, showing this was probably based on the layout of the FPK / PSL rather than the Dragunov, though it has a Dragunov-style one-piece handguard. Level 3 swaps the wooden furniture with synthetic furniture, making it resemble the more modern Dragunov variants and making it one of only two sniper rifles able to use underbarrel weapons.]]&lt;br /&gt;
[[File:Bambetov SV first person view TPP E3 2015.jpg|thumb|none|600px|First person view of the Bambetov SV.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Brennan LRS-46&amp;quot;==&lt;br /&gt;
A fictional bolt-action .50 caliber sniper modeled after the [[Accuracy_International_Arctic_Warfare_series#Accuracy_International_Arctic_Warfare_50|Accuracy International AW50]], but with a much bulkier handguard.&lt;br /&gt;
[[Image:AW50 (Latest Version).jpg|thumb|none|400px|Accuracy International AW50 (Latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[Image:MGSV-Brennan-1.jpg|thumb|none|600px|The upgrade tree for the LRS-46. lvl 3 fits a muzzle brake equipped suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Serval AMR-7&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A branch off the &amp;quot;Brennan LRS-46&amp;quot; development line is a semi-automatic version called the &amp;quot;Serval AMR-7,&amp;quot; which appears to be principally based on the [[Gepard GM6 Lynx]] (which it is rather transparently named after, servals being a medium-sized wild cat species) and [[Mechem NTW-20]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[Image:Ntw20.jpg|thumb|none|400px|Mechem NTW-20 - 20x83.5 mm MG151]]&lt;br /&gt;
[[Image:Tpphec.jpg|thumb|none|600px|&amp;quot;Serval AMR-7.&amp;quot; The weapon splits off the Brennan rifle development line and has only two levels: Grade 5 and Grade 7. It comes by default with a 5-round magazine, but the magazine guide is clearly designed for a 10-rounder; in the base game, this could only be fitted if the final Brennan sniper rifle had been researched. The Rank 7 version released later has the 10-round magazine part by default.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Broughton M-2000D&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A bolt action rifle chambered in 7.62mm, that has elements from &amp;quot;early Cold-War Sniper Rifles&amp;quot; like [[Winchester Model 70]] and [[Remington Model 700]] - featured in Ground Zeroes. In The Phantom Pain, it can be equipped with a more modern chassis, resembling that of the [[PGM sniper rifle series]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M40_1.jpg|thumb|none|400px|Remington Model 700/M40 USMC sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PGMURCom.jpg|thumb|none|400px|PGM Ultima Ratio Commando - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MSG5-M2000-1.jpg|none|600px|thumb|The M-2000D as it appears in The Phantom Pain. Lvls 1-3. Levels 4 and 5 do not alter the weapon's appearance.]]&lt;br /&gt;
[[File:Broughton M-2000D MGSV TPP.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M-2000D MGSV TPP Afghanistan.jpg|thumb|none|600px|Snake with the Broughton M-2000D slung over his back]]&lt;br /&gt;
[[File:MSG5-M2000-2.jpg|none|600px|thumb|Quiet takes aim with Big Boss' M-2000D at an approaching fighter jet.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Renov-ICKX SR&amp;quot;==&lt;br /&gt;
A bolt action rifle chambered in 7.62mm, this rifle appears to be based on a [[Czechoslavakian Vz. 54 Sniper Rifle]], which itself is a variation of a [[Mosin-Nagant Rifle]], although the Renov's action is more Mauser than Mosin. Like the Broughton M2000-D, it can be placed in a more modern chassis, which some gun owners do to their Mosin-Nagants in real life; the chassis resembles that of the [[Blaser R93 Sniper Rifle]].&lt;br /&gt;
&lt;br /&gt;
The silent sniper Quiet uses a unique &amp;quot;Renov-ICKX&amp;quot; as her weapon of choice with customizations not available to the player, which include a unique chassis, a stainless steel barrel and receiver, a custom match trigger, a different scope and mount system, and slam pads on the magazines. She has two variants of the rifle: a lethal variant known as &amp;quot;Wicked Butterfly&amp;quot; and a non-lethal variant known as &amp;quot;Guilty Butterfly.&amp;quot; Her non-lethal version is significantly more powerful than the one available to the player, being able to knock off soldiers' helmets which none of the normal tranquiliser rifles are capable of doing. Her rifles also have a green laser sight visible only to the player that indicates who she is targeting. &lt;br /&gt;
&lt;br /&gt;
The same version, fitted with a more sophisticated scope, is also used by the Skull snipers encountered in mission 28. &lt;br /&gt;
&lt;br /&gt;
[[Image:Vz54.jpg|thumb|none|400px|Vz. 54 Sniper Rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|400px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum.  The rifle is usually  outfitted with either a Parker &amp;amp; Hale or Harris Bipod.]]&lt;br /&gt;
[[File:Tppickx.jpg|thumb|none|600px|The Renov-ICKX SR as it appears in The Phantom Pain. Lvls 1-5.]]&lt;br /&gt;
[[File:MSG5-Rifle-1.jpg|thumb|none|600px|Snake with the &amp;quot;Renov&amp;quot; slung over his back.]]&lt;br /&gt;
[[File:MGS5SR.jpg|thumb|none|600px|Quiet holds her signature &amp;quot;Renov&amp;quot;.]]&lt;br /&gt;
[[File:MGS5SR2.jpg|thumb|none|600px|Quiet holds her signature &amp;quot;Renov&amp;quot;.]]&lt;br /&gt;
[[File:MGSV_TPP_QuietTGS2014_1.jpg|thumb|none|601px|DD soldier &amp;quot;Flaming Buffalo&amp;quot; supervises Quiet securing their landing zone. Quiet's &amp;quot;Renov&amp;quot; is in a more modern chassis and has parts not available to the player.]]&lt;br /&gt;
[[File:MGSV_TPP_QuietSRTGS14_1.jpg|thumb|none|600px|Snapshot from TGS 2014 Gameplay demo. Quiet nodding back to the player while on standby for orders.]]&lt;br /&gt;
[[Image:MGSV-Skullsniper-2.jpg|thumb|none|600px|A female Skull sniper materializes her custom &amp;quot;Renov&amp;quot; seemingly out of nothing into her hands, a feat repeated by the other Skulls with their own firearms, thanks to their control over their parasites and metallic archaea infection. Given the number of references to ''Zone of the Enders'' in ''Phantom Pain'', this is probably supposed to an homage to the same dimension-shifting &amp;quot;Vector Trap&amp;quot; technology seen in that game.]]&lt;br /&gt;
[[Image:MGSV-Skullsniper-1.jpg|thumb|none|600px|''[[Star_Trek:_First_Contact|&amp;quot;Resistance is futile.&amp;quot;]]'']]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UN AAM&amp;quot;==&lt;br /&gt;
The UN AAM [UN Modular Automatic Weapon] is a fictional LMG chambered in 5.56mm based off of the [[FN Minimi]] and [[FN MAG]]. It replaces the [[Stoner 63]] from Snake Eater and Peace Walker. Its never explained why the weapon is designated AAM instead of MAW, which would be more logical for Modular Automatic Weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FN-Minimi-1974-Army.jpg|thumb|none|400px|FN Minimi 1974 pre-production army trial model - 5.56x45mm]]&lt;br /&gt;
[[File:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tppmag1.jpg|thumb|none|600px|The design of the stock is somewhat similar to the [[Heckler &amp;amp; Koch MG4]].]]&lt;br /&gt;
[[File:Tppmag2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Tppmag3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Tppmag4.jpg|thumb|none|600px|Short-barreled variant with an M249-styled heat shield, making it heavily resemble the [[Mk 46 Mod 0]] from [[Metal Gear Solid 4]]. ]]&lt;br /&gt;
[[File:MGSV_TPP_TGS2014_GPMG3.jpg|thumb|none|600px|Snake catches the African militant off guard and forces him to lay down his weapon. Even if it's obscured in shadows (and the image that's not the highest of quality), it should give somewhat an idea of the overall shape of the weapon.]]&lt;br /&gt;
[[File:MGSV_Online_MG_1.jpg|thumb|none|600px|From December 2014 MGO Trailer. The &amp;quot;UN AAM&amp;quot; carried on the back of a &amp;quot;player character&amp;quot;.]]&lt;br /&gt;
[[File:UN MAW MGSV TPP.jpg|thumb|none|600px|Loadout screen from the post E3 2015 alternate gameplay footage.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ALM 48&amp;quot;==&lt;br /&gt;
[Aberdeen Lighter Machine Gun Type 48]. A possible reference to the Aberdeen Proving Ground facility. A GPMG chambered in 7.62mm. Obviously modeled off of the [[M60 Machine Gun]] from [[Peace Walker]], but with minor differences such as a boxier stock.&lt;br /&gt;
&lt;br /&gt;
[[File:M60.jpg|thumb|none|400px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MGSV-TPP-UAVMG.jpg|thumb|none|600px|Note the M249-esque front sight and gas block. The upper shroud of the handguard is added at high levels as a &amp;quot;heat sink,&amp;quot; which, because ''Mechwarrior'' laws of physics are apparently in effect, makes the gun fire faster.]]&lt;br /&gt;
[[Image:M60E4 large.jpg|thumb|none|400px|M60E4 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tppm602.jpg|thumb|none|600px|A short-barreled variant of the ALM, which makes it resemble the M60E4 from [[Metal Gear Solid 4]].]]&lt;br /&gt;
[[File:MGSVTPPALM48FPS.jpg|none|600px|thumb|Iron sights of the ALM 48 in first-person view.]]&lt;br /&gt;
[[File:MGSV_TPP_E3_2015_trailer_MG.jpg|thumb|none|600px|The ALM 48 on Big Boss' back during the E3 2015 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LPG-61&amp;quot;==&lt;br /&gt;
The LPG-61 [Gryzov Light Machine Gun-61] , is a fictional Russian GPMG heavily based off the [[PKM Machine Gun]], a weapon previously used in [[Peace Walker]], is often carried by Soviet troops in Afghanistan. The LPG-61 fires 7.62mm ammunition from a 150-round belt. Why it is referred to as LPG, and not PG as is standard Soviet naming conventions is never explained by the game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|400px|PKM - 7.62x54mm R]]&lt;br /&gt;
[[File:MGSV TPP Russian GPMG.jpg|thumb|none|600px|Note the wooden handguard and [[Degtyaryov DP Series Machine Gun|Degtyarov]] style muzzle device.]]&lt;br /&gt;
[[File:Tpppkm2.jpg|thumb|none|600px|Level 2 swaps the small belt box for an [[RPD]]-style drum.]]&lt;br /&gt;
[[File:Tpppkm3.jpg|thumb|none|600px|Level 3 swaps the drum for a more traditional PKM belt box.]]&lt;br /&gt;
[[File:MGSVTPPLPG61FPS.jpg|none|600px|thumb|Iron sights of the LPG-61 in first-person view.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PG-76&amp;quot;==&lt;br /&gt;
 &lt;br /&gt;
The &amp;quot;PG-76&amp;quot; is the SVG rifle series' equivalent of the [[RPK-74]], though it is not named RPG-76, likely in order to avoid confusion with the RPG-7 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|400px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Tpprpk74.jpg|thumb|none|600px|Upgrade tree for the PG-76. The PG-76 has a drum magazine in its upgrade tree (there were real-life experimental drum magazines for the AK-74, but technical difficulties left the AK-74 platform sticking to just box magazines).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PG-67&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;PG-67&amp;quot; is the SVG rifle series' equivalent of the [[RPK]] featured in [[Peace Walker]].&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:Valmet M78 LMG.jpg|thumb|none|400px|Valmet M78 with Straight Stock and standard 40 round Magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:Tpprpk47.jpg|thumb|none|600px|Upgrade tree of the PG-67. Also note the LPG stock.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AM MRS-4LS&amp;quot;==&lt;br /&gt;
The &amp;quot;MRS-4LS&amp;quot; is the AM rifle series' equivalent of the [[Diemaco/Colt Canada C7/C7A1 LSW]] with the addition of a [[RPK]]-style stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model 950 C7A1 LSW.jpg|thumb|none|400px|Diemaco C7A1 LSW/Colt Model 950 LMG with Parker &amp;amp; Hale bipod - 5.56x45mm]]&lt;br /&gt;
[[Image:Tppcoltmg.jpg|thumb|none|600px|The upgrade tree for the MRS-4LS. Level 3 gives it a nice Beta C-Mag which unfortunately doesn't grant the weapon infinite ammo like the Patriot from MGS3. Also the extended box magazine has weld marks on it which means it was probably created by fusing two standard magazines together.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UN-ARC-HB&amp;quot;==&lt;br /&gt;
The light-support variant of the UN-ARC, which is based on the heavy-barrel [[FAL]] variants sometimes used as light support weapons.&lt;br /&gt;
[[File:FAL 50-41 &amp;amp; L2A1.jpg|thumb|none|400px|Two LMG FAL versions: LAR 50.42 (top) and Australian L2A1 (bottom) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tppfalmg.jpg|thumb|none|600px|Fictional LSW versions to give the UN-ARC a counterpart to the MRS, G44 and SVG LSW builds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;G44MG&amp;quot;==&lt;br /&gt;
An LSW version of the G44. The way the extended barrel protrudes from the shroud makes it more reminiscent of the [[G11]]'s magazine and fits the role of bullpup IARs such as the [[Steyr AUG HBAR]], though the vented handguard of the top-level model makes it loosely resemble the L86 LSW of the [[SA80]] series.&lt;br /&gt;
[[Image:G11-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 K1 - 4.73x33mm]]&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|400px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
[[Image:Tppfam4.jpg|thumb|none|600px|&amp;quot;G44MG&amp;quot; variants. Like the PG-76, the G44MG is incapable of using a drum (due to its bullpup nature) like the other LMG variants and is stuck with a 40-round extended STANAG magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;DGL103&amp;quot;==&lt;br /&gt;
A break-action , single-shot 40mm grenade launcher based on the [[HK79]] with a stand-alone stock based on the KAC Stand-alone [[M203]]. The two main research chains are for an underbarrel version with high-level versions able to fire different ammo types (as in ''Peace Walker'', there is no switching of types, each instead being counted as a different type of gun) or a long-barrel standalone-only variant which can later be modified to fire RPGs (!), though in practical terms this just extends grenade range with no new effect for firing them.&lt;br /&gt;
&lt;br /&gt;
[[Image:KAC-M203SAL.jpg|thumb|none|400px|Knights Armament Co. Stand Alone M203 Launcher Platform with Type 1 Telescoping Stock - 40x46mm]]&lt;br /&gt;
[[Image:HK33HK79.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK79 mounted on Heckler &amp;amp; Koch HK33A2 - 40mm &amp;amp; 5.56x45mm]]&lt;br /&gt;
[[Image:Tppgla1.jpg|thumb|none|600px|Short &amp;quot;DGL103-SA&amp;quot; stand-alone version. Unlike the FAKEL which becomes a multi-barreled monstrosity, the DGL remains a single-barreled weapon.]]&lt;br /&gt;
[[Image:Tppgla2.jpg|thumb|none|600px|Long &amp;quot;DGL103-SA&amp;quot; stand-alone version. Where the backblast will come from when this is upgraded to fire RPGs is a mystery.]]&lt;br /&gt;
[[Image:MGSV-UGBL-1.jpg|thumb|none|600px|Short &amp;quot;DGL103-SA&amp;quot; mounted under a UN-ARC NL less-lethal battle rifle.]]&lt;br /&gt;
[[Image:MGSV-UBGL-1.jpg|thumb|none|600px|Flaming Buffalo reloads her underbarrel smoke-launching DGL103 as she escapes from the highly dangerous confines of Mother Base's zoo, showing the break-open action.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fakel-46&amp;quot; grenade launcher is more or less exactly the same as a [[GP-series grenade launcher|GP-25 grenade launcher]]. One chain of research results in an underbarrel version and various new round types, while the other for the &amp;quot;Fakel G-33&amp;quot; results in progressively sillier multi-barrel models. While there is a real-life multi-barreled GP-styled launcher called the Avalanche MSGL manufactured by Arsenal, this is a revolver-style grenade launcher with a spring-operated rotary cylinder, resembling an [[RG-6 grenade launcher]] with no barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 grenade launcher]]&lt;br /&gt;
[[Image:MGSV-GP25-1.jpg|thumb|none|600px|The &amp;quot;Fakel&amp;quot; grenade launcher in standalone configuration, with upgrades that add accessories even bigger than the barrel.]]&lt;br /&gt;
[[Image:Tppgl2.jpg|thumb|none|600px|A double-barreled variant with the same absurd upgrades.]]&lt;br /&gt;
[[Image:Tppgl3.jpg|thumb|none|600px|And an even more ridiculous triple-barreled variant.]]&lt;br /&gt;
[[File:Fakel grenade launcher MGSV TPP E3 2015.jpg|thumb|none|601px|Looking around his helicopter, Big Boss admires the stun grenade launching GP-25 he has rather inexplicably decided to fit to his sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Isando RGL-220&amp;quot;==&lt;br /&gt;
A fictional 6-shot 40mm grenade launcher heavily based on the Russian [[RG-6]] grenade launcher with design elements from the [[MGL-140]] grenade launcher. &lt;br /&gt;
[[Image:Rg 6-1.JPG|thumb|none|400px|RG-6 / 6G30 grenade launcher - 40mm Caseless]]&lt;br /&gt;
[[File:Milkor Mk IL Black.jpg|thumb|none|400px|Milkor MGL Mk 1L in black finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:Tpprgl1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Tpprgl2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Tpprgl3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hail MGR-4&amp;quot;==&lt;br /&gt;
A fictional magazine-fed grenade launcher with a conventional layout. At level 4, the magazine capacity is increased to ten rounds and a 20-round drum magazine becomes available at level 6. It comes with a computerised rangefinding scope (which appears to actually be an AN/PVS-10 sniper night optic with two extra battery covers added). It is probably based on the non-bullpup GL module of early [[XM29 OICW]] variants (a forerunner to the [[Heckler &amp;amp; Koch XM25]] featured in [[Metal Gear Solid 4]]), with aspects of the prototype carbine version of the [[Howa Type 89]] used in the Japan Ground Self-Defense Force's Advanced Combat Infantry Equipment System, especially the stock. The barrel and handguard seems to be based on that of the [[Heckler &amp;amp; Koch CAWS]] seen in ''Peace Walker''.&lt;br /&gt;
&lt;br /&gt;
The highest-level version can mount underbarrel accessories, but only a foregrip; it is conceivable that a version which could be built as an over / under combination weapon was planned, though the later-added level 8 version can still only use a foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sanstitre1995oicw.jpg|thumb|none|400px|1995 side-by-side OICW prototype - 5.56x45mm &amp;amp; 20mm (?)]]&lt;br /&gt;
[[Image:Scoped CAWS.jpg|thumb|none|400px|Heckler &amp;amp; Koch CAWS - 12 gauge]]&lt;br /&gt;
[[Image:howa-type-89-acies.jpg|thumb|none|400px|Early 2007 mockup of the Howa Type 89 ACIES carbine.]]&lt;br /&gt;
[[Image:MGSV-Hail-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:Tpphail2.jpg|thumb|none|600px|The huge daft magazine appears to be based on that of the Rheinmetall Hydra, a self-loading infantry launcher with a recoil-buffering system designed to allow it to fire more powerful medium-velocity 40mm grenades.]]&lt;br /&gt;
[[Image:Tpphail3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CGM 25&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional launcher resembling a cross between the [[M47 Dragon]] and [[FGM-148 Javelin]], the CGM (Cluster Guided Missile) launcher is a very videogamey disposable multi-lock rocket launcher. Functioning as a sophisticated &amp;quot;cluster&amp;quot; missile launcher, it launches a single missile that splits into up to eight separate projectiles, vastly increasing its damage potential.&lt;br /&gt;
&lt;br /&gt;
[[Image:M47 Dragon.jpg‎ |thumb|400px|none|M47 Dragon ATGM - 140mm]]&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:Tppjav.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FB R-Launcher&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Returning from [[Metal Gear Solid: Ground Zeroes]], the &amp;quot;FB R-Launcher&amp;quot; (Falkenberg Multi-Role Rocket Launcher) is a reloadable recoilless rifle. While its explosive damage is extremely powerful, the reload time is the slowest of any of the weapons in the game. In overall design and appearance it resembles the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]], having several features present on the M4 but not the M3, though interestingly it also a spotting rifle on its right side like a [[Mk 153 SMAW]] (though this has no in-game function). At its highest upgrade level it gains a [[Panzerschreck]]-style blast shield which functions as a smaller version of the riot shield.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlG-M4.jpg|thumb|none|400px|Carl Gustav M4 - 84x246mm R]]&lt;br /&gt;
[[File:Tppfgl1.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:Tppfgl2.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:Tppfgl.jpg|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Grom-11&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket propelled grenade launcher which appears to have been designed by imagining an intermediate step between the [[Panzerschreck]] and [[Panzerfaust 3]]. At high levels, it gains a tandem charge warhead.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerschreck43.jpg|thumb|none|400px|RPzB 43 &amp;quot;Panzerschreck&amp;quot; rocket launcher with rocket - 88mm]]&lt;br /&gt;
[[File:PNZFT3.jpg|thumb|none|400px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:MSG5-GROM-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Tppgrom2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Tppgrom3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GROM-11 MGSV TPP E3 2015.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Honey Bee&amp;quot; / &amp;quot;Killer Bee&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
During the mission &amp;quot;Where do the Bees Sleep?&amp;quot; the player character is tasked with retrieving a prototype MANPADS called &amp;quot;Honey Bee&amp;quot; which is a hybrid of the [[FIM-43 Redeye]] and the M134 training set for the [[FIM-92 Stinger]]. The weapon's name, as well as being an obvious reference to US Stingers being sent to Afghanistan, comes from it using a dual IR / UV seeker designed to throw off countermeasures, which is a feature of the FIM-92B, and refers to the ability of bees to see ultraviolet light. Mother Base can later develop their own version, the &amp;quot;Killer Bee,&amp;quot; though this requires a member of staff with the Missile Guidance Specialist skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:FIM43.jpg|thumb|none|401px|FIM-43 Redeye - 70mm]]&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|400px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Tppsting.jpg|thumb|none|600px|Note that the &amp;quot;Killer Bee&amp;quot; has a box fitted near the rear of the launch tube: this is referenced from the performance indicator from the M134 training set. The sight appears to be referenced from the current-production ITAS scope for the [[BGM-71 TOW]].]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Guns=&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
A [[Shipunov 2A42]] is mounted on the same fictional transport-configured Mi-28, now referred to as &amp;quot;HP-48 Krokodil&amp;quot;, seen in [[Metal Gear Solid: Ground Zeroes]] and on Soviet BTR-80 APCs (renamed &amp;quot;Zhuk BR-3&amp;quot; for no obvious reason). &amp;quot;Krokodil&amp;quot; (Крокодил in Cyrillic, &amp;quot;Crocodile&amp;quot;) is one of the nicknames for the Mi-24 &amp;quot;Hind&amp;quot; gunship, though as noted, the in-game helicopter bears more resemblance to an Mi-28.&lt;br /&gt;
&lt;br /&gt;
[[Image:800px-Autocanon 2A42 on the Mi28N heli.JPG|thumb|none|400px|Shipunov 2A42 mounted on a Mi-28 Havoc - 30x165mm]]&lt;br /&gt;
[[File:MGS52A42.jpg|thumb|none|600px|A Shipunov 2A42 chin-mounted on &amp;quot;Morpho&amp;quot;, an MSF HP-48 &amp;quot;Krokodil&amp;quot; helicopter in a ''Ground Zeroes'' flashback.]]&lt;br /&gt;
[[File:Tppbrdm.jpg|thumb|none|600px|A BTR-80 with a Shipunov 2A42 autocannon.]]&lt;br /&gt;
[[File:Tppbrdm2.jpg|thumb|none|600px|A BTR-80 with a 6-rail launcher for Katyusha rockets. Given the number of rails, this is presumably supposed to be either a M-8-6 launcher with 82mm M-8 rockets, or a 6-M-13 with 132mm M-13 or M-20 rockets.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK 20 Rh 202==&lt;br /&gt;
Mounted in a modified German Marder IFV turret on Western-supplied LAVs, renamed as &amp;quot;Stout IFV.&amp;quot;&lt;br /&gt;
[[File:Marder1A3 BMK.jpg|thumb|none|400px|Rheinmetall MK 20 Rh 202 autocannon in Marder IFV turret - 20x139mm]]&lt;br /&gt;
[[File:Tpplav20.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A pair of [[M134 Minigun]]s with flash suppressors are mounted on rather overcomplicated articulated arms on the sides of the fuselage of the UTH-66 Blackfoot, callsign &amp;quot;Pequod&amp;quot; (Big Boss's transport helicopter and not particularly subtle ''Moby Dick'' reference), the apparent purpose of which is to allow them to double as both door guns and forward-firing fixed armament that allows &amp;quot;Pequod&amp;quot; to be called in as an ersatz gunship. A minigun can also be developed as a primary weapon for the &amp;quot;D-Walker&amp;quot; mech that Big Boss acquires partway through the story. Ammunition is stored in a large green drum similar to its configuration in ''Peace Walker''.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:MGSVTPPUTH66.jpeg|thumb|none|600px|The minigun is seen mounted on the sides of the UTH-66 Blackfoot. This helicopter appears to be based on the MH-60L DAP &amp;quot;Direct Action Penetrator&amp;quot; variant of the Blackhawk, though the long rod is actually a Fulton Recovery arm (!) rather than a refuelling probe. The rear weapon pylon placement hasn't been very well thought out, as the minigun arm mounts are within the inner Hydra-70 rocket pods' line of fire.]]&lt;br /&gt;
[[Image:MGS5-Minigun-1.jpg|thumb|none|600px|&amp;quot;Kaz, the minigun is talking to me again.&amp;quot;]]&lt;br /&gt;
[[File:MSG5-M134-1.jpg|thumb|none|600px|Big Boss using the door mounted gun on the Blackfoot to light up an approaching fighter jet.]]&lt;br /&gt;
[[File:Pequod door mounted minigun TPP E3 2015.jpg|thumb|none|600px|Big Boss using the door mounted gun on the Pequod to cover his exit]]&lt;br /&gt;
[[File:MGSVTPPE32015 00.jpg|thumb|none|601px|Minigun mounted on D-Walker, basically a giant silly Metal Gear Mk II with guns.]]&lt;br /&gt;
&lt;br /&gt;
[[image:PEACEWALKER-M134.jpg|thumb|none|600px|For comparison, the M134 from ''Peace Walker''. The rectangular bar that links the grip to the rest of the weapon is a single polygon with no thickness, and so is invisible when viewed fully side-on.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
Returning from Ground Zeroes, [[M61 Vulcan]]s in M167 VADS installations can be found in the Africa map; the game dubs these &amp;quot;M276 AA Gatling Gun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:M167-Vulcan.jpg|thumb|none|400px|M167 VADS (Vulcan Air Defence System) - 20mm HE]]&lt;br /&gt;
[[Image:MGSV-VADS-1.jpg|thumb|none|600px|While wandering around Mother Base, Big Boss discovers one of the many VADS installations he has stolen is waiting for him.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VOL-GA K12&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A stationary HMG mounted on a tripod and on Russian tanks. Its appearance is similar to that of the [[DsHK]].&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:VOL-GA K12 MGSV TPP.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:VOL-GA K12 sights MGSV TPP.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Tppt72125.jpg|thumb|none|600px|VOL-GA K12 mounted on the turret of a Soviet TT-77 &amp;quot;Nosorog&amp;quot; (носорог in Cyrillic, &amp;quot;Rhino&amp;quot;) main battle tank, which is based on a variety of Russian tanks starting with the IS-3 (hull front) and including bits of almost all the T-series tanks up to 80.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HMG-3 Wingate&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;HMG-3 Wingate&amp;quot; is a stationary HMG mounted on a tripod and on US-supplied tanks and heavy LAVs. Its appearance is similar to that of the [[Browning M2]].&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Tpplav105.jpg|thumb|none|600px|HMG-3 mounted on a LAV fire support variant; the turret appears to be based on that of the B1 Centauro.]]&lt;br /&gt;
[[File:Tppleap.jpg|thumb|none|600px|HMG-3 mounted in front of the commander's hatch on an MB4A Magloader tank. The MB4A's turret is a hybrid of Cold War Western tank designs, being roughly equal parts Abrams, Leopard 2, Merkava and Challenger I, while the hull is generally Merkava-like. Although the name indicates it has an automatic loading system, the game does not model a significant difference in fire rate compared to the TT-77.]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23==&lt;br /&gt;
&lt;br /&gt;
The Afghanistan map features Soviet AA guns called &amp;quot;Zhizdra-45s&amp;quot; based on the [[ZU-23]].&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[Image:MGSV-ZU23-1.jpg|thumb|none|600px|Big Boss places a ZU-23-2 on his list of &amp;quot;things to steal today.&amp;quot; Note that it is shown fitted with some kind of radar much like the VADS installation.]]&lt;br /&gt;
[[Image:MGS5-ZU23-2.jpg|thumb|none|600px|The ZU-23 soon take its rightful place on the deck of Mother Base as Big Boss tests out R&amp;amp;D's new levitating riot shield technology.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] can be developed; as ever in ''Metal Gear Solid'' it is incorrectly shown as proximity detonated. Some side ops are dedicated to disarming them, and later in the game minefields will start to appear on the approaches to enemy strongholds. A Deployment mission can be done to temporarily prevent them from spawning. As usual they show up bright if thermal goggles are used; as well as this, D-Dog will automatically identify mines if they are present, as will the Intelligence Department if their level is high enough. &lt;br /&gt;
&lt;br /&gt;
Like in ''Peace Walker'' enemy Claymores are not disarmed and retrieved by crawling over them; instead, they must be approached from the rear, whereupon an action prompt will appear to pick them up. Presumably this has been retained because it is more realistic, since it is now possible to move while prone and so crawling over them to pick them up as in previous ''Metal Gear'' games would be an option.&lt;br /&gt;
&lt;br /&gt;
The December 2015 update added a level 9 weapon using the Claymore model called the E-RB WH. Gen. This &amp;quot;wormhole generator&amp;quot; can be placed anywhere by the player and functions as a portable fast travel point when activated.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|250px|M18A1 Claymore mine]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M67 Hand Grenade]]s can built at Motherbase.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 Frag Grenade]]&lt;br /&gt;
[[File:IMG-20140415-01424.jpg|thumb|none|640px|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M18 Smoke Grenade]]s can be developed to be used by the player character; upgrades increase the duration of smoke and the number that can be carried. They are also present on NPC soldiers and two are shown on the chest rig of the Battle Dress suit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|250px|M18 Smoke Grenade]]&lt;br /&gt;
[[File:MGS5UnknownGrenades.jpg|thumb|none|600px|MSF soldiers carrying M18 smoke grenades on their flak jackets in the ''Ground Zeroes '' flashback.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1213672</id>
		<title>Battlefield 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_1&amp;diff=1213672"/>
		<updated>2018-09-15T06:30:22Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Model 13/15 Kugelhandgranate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 1&lt;br /&gt;
|picture=Battlefield1.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= October 21, 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;XBOX One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 1''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts, and a main series installment in the popular ''[[Battlefield]]'' series. It is set in World War 1, with players taking on the role of soldiers in the trenches or controlling vehicles from tanks and early fighter planes to armored trains and Zeppelins.&lt;br /&gt;
&lt;br /&gt;
Four DLCs are released: ''They Shall Not Pass'', focusing on the French Republic in WWI; ''In the Name of the Tsar'', focusing on the Russian Empire and the Russian Civil War; ''Turning Tides'', focusing on Naval and Amphibious Campaigns in WWI; and ''Apocalypse'', a DLC with the thematic focus of &amp;quot;the most infamous and grittiest battles of WWI&amp;quot;. Other contents are added in sporadic content drop updates.&lt;br /&gt;
&lt;br /&gt;
For the actual first entry in the ''Battlefield'' series, see ''[[Battlefield: 1942]]''.&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;
&lt;br /&gt;
The game's class system is altered somewhat from previous incarnations. The Assault class is close to the anti-tank classes of previous games, using heavy anti-vehicle weapons and submachine guns or shotguns, the Medic class is a general-purpose combatant with automatic or semi-automatic rifles (grouped under the &amp;quot;self-loading rifle&amp;quot; moniker), the Support class uses machine guns, and the Scout class uses bolt-action (plus one lever-action, one single-shot, and one semi-automatic converted bolt-action) rifles (Medals group these rifles under a &amp;quot;Single-Action Rifles&amp;quot; name). There are also new vehicle-using &amp;quot;Tanker&amp;quot; and &amp;quot;Pilot&amp;quot; classes, both using pistol-carbines (or a sawed-off shotgun) and the former having a repair tool; these are automatically assigned when the player chooses to spawn in a fresh armored vehicle, naval destroyer, or airplane. The Tanker/Pilot primary weapons became available to the Assault and Support classes in June 2018 CTE, the two classes receiving access to some of the pistol carbine armaments.&lt;br /&gt;
&lt;br /&gt;
Clip-loaded weapons are all portrayed with detailed clip-by-clip reload animations and single-round reload animations, much like ''[[Red Orchestra 2: Heroes of Stalingrad]]'', and rifles often have a reload detail with the player's left hand covering the magazine when opening the action to stop the rounds from flying out. To prevent a scope attachment from blocking the magazine, all weapon scopes are side-mounted, even when real examples of the weapon had centrally-mounted scopes (e.g. on the scoped [[Gewehr 98]]). Not stopping with clip-loaded weapons, many other weapons in the game (especially DLC weapons) feature very unusual dynamic reloads seen in very few games, detailed in their individual sections.&lt;br /&gt;
&lt;br /&gt;
''Battlefield 1'' has changed the way weapons work in the form of certain attachments. Each weapon has a set number of variants with pre-allocated attachments instead of allowing the player to customize their attachment loadout. The only attachments that can be customized by the player are Ironsights, Bayonets, Magnification range and in the case of automatic weapons adjusting the direction of recoil control. Below is a list of common names referring to each variant.&lt;br /&gt;
&lt;br /&gt;
* Factory - Describes the weapon being light-weight, having fast movement speeds and ADS times. No attachments installed. &lt;br /&gt;
&lt;br /&gt;
* Trench - Refers to the weapon having improved hip fire or close range abilities. Typically equipped with a foregrip or, in some some unique cases such as the [[Winchester Model 1895|Winchester 1895]], a caliber change. &lt;br /&gt;
&lt;br /&gt;
* Storm - Refers to the weapon having improved ADS accuracy, even when moving. Formerly called &amp;quot;Light Infantry&amp;quot; in the Alpha and Open Beta versions. &lt;br /&gt;
&lt;br /&gt;
* Optical - Attaches an experimental optical &amp;quot;Lens&amp;quot; sight for greater ADS accuracy. On some weapons, a vertical foregrip is also installed. &lt;br /&gt;
&lt;br /&gt;
* Marksman - Attaches a medium range optical sight with a magnification range between 2.5x and 5x as well as bipod. &lt;br /&gt;
&lt;br /&gt;
* Sniper - Equipped with a long range optical sight with magnification ranges between 5x and 10x as well as a bipod for stabilized accuracy. The [[Mondragón Rifle|Mondragón]] is the only medic rifle to support this variant; only the Scout class has the variant otherwise. &lt;br /&gt;
&lt;br /&gt;
* Backbored - Applies to shotguns; reduces recoil but increases damage drop-off. The name refers to a modification to the weapon's barrel where the barrel interior diameter is increased with tools. This lowers the barrel pressure and shortens the shot string, translating to reduced recoil in-game.&lt;br /&gt;
&lt;br /&gt;
* Hunter - Applies to shotguns; attaches a choke tightening shot spread for greater effective range. &lt;br /&gt;
&lt;br /&gt;
* Slug - Applies to shotguns that fire a single powerful slug instead of buckshot. Also applies the &amp;quot;Lens&amp;quot; sight, excluding the Model 1900. Formerly called the &amp;quot;Heavy&amp;quot; variant in the Open Beta. &lt;br /&gt;
&lt;br /&gt;
* Extended - Extends the weapon's magazine; only the [[Browning Auto-5]] and [[Remington Model 8]] have this variant.&lt;br /&gt;
&lt;br /&gt;
* Low Weight - Applies to machine guns; identical to the &amp;quot;Factory&amp;quot; variant, having no attachments (other than a bipod), but possessing improved movement speed and ADS times. &lt;br /&gt;
&lt;br /&gt;
* Telescopic - Applies to machine guns; equipped with a bipod and a medium-range optical sight with a magnification range between 2.5x and 5x. &lt;br /&gt;
&lt;br /&gt;
* Suppressive - Applies to machine guns; increases the weapon's capacity, adds a bipod, and attaches an optical sight. &lt;br /&gt;
&lt;br /&gt;
* Infantry - Applies to Scout weapons; only has iron sights, rather than optics.&lt;br /&gt;
&lt;br /&gt;
* Carbine - Applies to Scout weapons; removes the medium- or long-range telescopic sight in place of a short-range &amp;quot;Dot&amp;quot; sight with increased movement, ADS times and slightly better hip fire accuracy. &lt;br /&gt;
&lt;br /&gt;
* Defensive - Applies to the [[Standschütze Hellriegel 1915]] and [[Perino Machine Gun|Perino M1908]]. Adds a &amp;quot;Lens&amp;quot; sight to both, a bipod and extended magazine to the Hellriegel, and a tripod to the Perino.&lt;br /&gt;
&lt;br /&gt;
* Sweeper - Only available to the [[Winchester Model 1907]] and the [[Winchester M1897|M97 Trench Gun]]. In case of the 1907, it adds a foregrip and select-fire functionality, improving hip fire and close-range effectiveness, while the M97 shotgun gains a duckbill choke for greater horizontal shot dispersion, and fires more pellets per shot, with reduced damage per pellet. &lt;br /&gt;
&lt;br /&gt;
* Experimental - Applies only to the [[Bergmann MP18|MP18]], [[Steyr 1912|Steyr M.12/P.16]], and [[Springfield M1903]]. The MP 18 is locked to a three-round burst and gets a short-range lens sight and a 30-round stick mag; the Steyr M.12 gets locked to a faster two-round burst and receives lens sight; the M1903 receives a Pedersen device.&lt;br /&gt;
&lt;br /&gt;
* Patrol - A variant category added post-launch in the May 2018 &amp;quot;Weapons Crate&amp;quot; update. Applies to the [[Arisaka Type 38]], [[C96|M1917 Trench Carbine]], and [[Carcano Rifle Series|Carcano 1891 Carbine]], equipped with Medic-styled medium-powered scopes.&lt;br /&gt;
&lt;br /&gt;
In addition, taking a page from ''[[Battlefield Hardline]]'', each of the classes have their own class-exclusive sidearms.  However, there are also a small handful of all-class sidearms available.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M1915==&lt;br /&gt;
The [[Beretta M1915]] is available as one of the Support class's sidearms as the &amp;quot;Modello 1915.&amp;quot; Able to kill in 4 shots at short distances, it offers a decent sized magazine at 8 rounds plus one chambered and a fast rate of fire for the pistol class, with a fire rate of 450 RPM. &lt;br /&gt;
[[File:Beretta M1915.jpg|thumb|none|300px|Beretta M1915 - .32 ACP]]&lt;br /&gt;
[[Image:BF1-ber15_1.jpg|thumb|600px|none|A British soldier holds the Beretta 1915.]]&lt;br /&gt;
[[Image:BF1-ber15_2.jpg|thumb|600px|none|Aiming the pistol.]]&lt;br /&gt;
[[Image:BF1-ber15_3.jpg|thumb|600px|none|Reloading, note the unusual sight of trigger discipline in World War I. Also note that the slide is locked back, which is impossible as the M1915 has no mechanism to lock the slide back besides a magazine cut out. The magazine is also apparently modeled completely empty.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is an available pistol that can be utilized by all classes once unlocked by getting to Rank 10 with the Support Class. It inflicts similar damage to some of the faster firing pistols at 4 shots within close range but is hampered by a somewhat average rate of fire at 360 RPM. It does however possess one of the best hip fire ratings of all the pistols. The carbine version is available in the ''In the Name of the Tsar'' DLC for the Tanker/Pilot class.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:BF1 Gamescom Trailer C93.jpg|thumb|600px|none|A German soldier holds the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_2.jpg|thumb|600px|none|Aiming the Borchardt.]]&lt;br /&gt;
[[Image:BF1_ C93_3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[Image:BF1_ C93_4.jpg|thumb|600px|none|Chambering the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===C-93 Carbine===&lt;br /&gt;
The Carbine version of the C-93 with a suppressor is available in the ''In the Name of the Tsar'' DLC as a sidearm for the Pilot and Tanker class. It is the first multiplayer weapon that uses the Maxim Silencer that was previously only present on certain weapons in the singleplayer mode. &lt;br /&gt;
[[Image:borchardtc93car.jpg|thumb|400px|none|Borchardt C-93 Carbine with shoulder stock holster - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:BF1_ C93c_1.jpg|thumb|600px|none|Holding the C-93 Carbine. Note the Maxim Silencer.]]&lt;br /&gt;
[[Image:BF1_ C93c_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BF1_ C93c_3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[Image:BF1_ C93c_4.jpg|thumb|600px|none|Chambering the C-93 carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1903 Hammerless==&lt;br /&gt;
A [[Colt 1903 Hammerless]] is available for the Assault class. It is the fastest firing pistol in the Assault Class at 450 RPM but is also relatively weak, killing in about 4 shots at close range. &lt;br /&gt;
[[Image:ColtM1903HammerlessWoodGrips.jpg|thumb|300px|none|Colt 1903 Hammerless with Colt Wood Grips - .32 ACP]]&lt;br /&gt;
[[File:BF1_colt1903_1.jpg|thumb|none|600px|An Assault Gunner holds the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_2.jpg|thumb|none|600px|Aiming the Colt.]]&lt;br /&gt;
[[File:BF1_colt1903_3.jpg|thumb|none|600px|Reloading. Note the inaccurate locked back slide despite the empty magazine being removed and replaced. However, as of the February 2017 patch, the animation was updated to properly depict the slide as remaining in battery after the last shot is fired.]]&lt;br /&gt;
[[File:BF1Colt1903reload.jpg|thumb|none|600px|Powerstroking the slide of the Hammerless, similar to the M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/A1==&lt;br /&gt;
The &amp;quot;M1911&amp;quot; in the game is a hybrid with features of both the [[M1911]] and [[M1911A1]], the latter being anachronistic since the M1911A1 was not standardized until 1926. It has a long M1911-style trigger and hammer spur and a short grip safety spur, but an A1-style frame cutout behind the trigger, no diamond markings on the grip, and a curved mainspring housing. The M1911 is the default starting pistol and is able to kill a target within 3 shots at close range: the rate of fire is moderate, enforced by a 300 RPM firecap, and reload time is also moderate, but spread and recoil are more severe than other pistols. An all-class suppressed variant was added to the CTE for testing in June 2018.&lt;br /&gt;
&lt;br /&gt;
Following the announcement of ''[[Battlefield V]]'', multiple pre-order bonus weapon variants were added to the game, awarded to those who pre-ordered BFV. These weapon variants all represent interwar developments of the base weapons. The pre-order bonus variant for the M1911, despite being named M1911A1, is merely the base game hybrid M1911 with a reskin.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]&lt;br /&gt;
[[File:BF1_M1911_hellfighter.jpg|thumb|none|600px|The Colt M1911 Hellfighter ingame. Note the suspicious lack of an extractor modeled at the rear of the slide ingame. This is present on all M1911 variants ingame.]]&lt;br /&gt;
[[File:BF1 M1911 Idle.jpg|thumb|none|600px|A M1911 with a two-toned finish, an in-game skin for the M1911 called &amp;quot;The Incarcerator,&amp;quot; rewarded to players who completed an M1911-specific community mission in Battlefield 4 and Battlefield Hardline before October 17th, 2016.]]&lt;br /&gt;
[[File:BF1 M1911 ADS.jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:BF1 M1911 mid-reload.jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[File:M1911 empty reload.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:BF1M1911reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
[[File:BF1 M1911 (2).jpg|thumb|none|600px|Running with a M1911 equipped with the &amp;quot;Package From Home&amp;quot; skin.]]&lt;br /&gt;
[[File:BF1 M1911sil.jpg|thumb|none|600px|A British soldier holds his Colt with a Silencer.]]&lt;br /&gt;
[[File:BF1 M1911A1.jpg|thumb|none|600px|Dumping a magazine out of the &amp;quot;M1911A1.&amp;quot;]]&lt;br /&gt;
[[File:BF1 M1911 battlepack.jpg|thumb|none|600px|An M1911 is used to rather comically shoot the lock off of Superior battlepacks in the short cutscene that plays when opening one.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911/A1 &amp;quot;Extended&amp;quot;===&lt;br /&gt;
The &amp;quot;M1911 Extended&amp;quot; is a pistol-carbine variant of the [[Colt M1911]], uses by Tankers and Pilots. It is semi-automatic, has a capacity of 14+1 rounds, and is fitted with a wire-frame stock and Thompson-style foregrip (the same foregrip featured on Trench-variant weapons in the game). Initially, the weapon incorrectly functioned in double-action (the hammer even cycled), and the slide didn't lock open on empty; these issues were later fixed in a patch.&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|thumb|none|400px|Colt M1911A1 machine pistol conversion - .38 Super. Similar to the one in the game, sans the compensator and automatic fire and with Thompson-style foregrip instead.]]&lt;br /&gt;
[[File:BF1 M1911ex_1.jpg|thumb|none|600px|Holding the M1911 Extended.]]&lt;br /&gt;
[[File:BF1 M1911ex_2.jpg|thumb|none|600px|Aiming. Note that this is a post-patch screenshot, hence the correct single-action operation.]]&lt;br /&gt;
[[File:BF1 M1911ex_3.jpg|thumb|none|600px|Reloading, which shows the wire stock.]]&lt;br /&gt;
[[File:BF1 M1911ex 4.jpg|thumb|none|600px|Tugging the slide to chamber the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==FN M1903==&lt;br /&gt;
The [[FN Browning 1903|FN M1903]] is available by default alongside the M1911 and P08. Called the &amp;quot;Mle. 1903&amp;quot; in-game it offers a balance between the two other default sidearms by being faster than the M1911 and P08 but offering less damage as a result. It has a fire rate of 360 RPM.&lt;br /&gt;
[[Image:Browning_1903.jpg|thumb|300px|none|FN Browning Model 1903 - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903 idle.jpg|thumb|none|600px|The FN 1903 ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903 ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
[[File:BF1 Browning 1903 mid-reload.jpg|thumb|none|600px|Pulling out the magazine by its heel release.]]&lt;br /&gt;
[[File:BF1 Browning 1903 empty reload.jpg|thumb|none|600px|The M1903 pistol, completely empty.]]&lt;br /&gt;
[[File:BF1 FN1903 (1).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF1 FN1903 (2).jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
===Mle. 1903 Extended=== &lt;br /&gt;
The ''They Shall Not Pass'' DLC adds the &amp;quot;Mle. 1903 Extended&amp;quot; for the Pilot and Tanker classes, with a stock and 10-round magazine.&lt;br /&gt;
[[Image:Browning_1903_stock.jpg|thumb|350px|none|FN Browning Model 1903 with shoulder stock holster - 9x20mm Browning Long]]&lt;br /&gt;
[[File:BF1 Browning 1903ex idle.jpg|thumb|none|600px|The FN 1903 Extended ingame.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex ADS.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1 Browning 1903ex re.jpg|thumb|none|600px|Reloading, which shows off the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Frommer Stop==&lt;br /&gt;
The [[Frommer Stop]] is available for the Scout Class. It is yet again another fast firing pistol at 450 RPM but is offset with low damage at 4 shots at close range. Unlike other 4 shot, high ROF pistols it only holds 7 rounds plus one chambered instead of the usual 8 plus 1. &lt;br /&gt;
[[File:Frommer-Stop-Rightside.jpg|thumb|none|300px|Frommer Stop - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommer1.jpg|thumb|none|600px|A German soldier holds the Frommer Stop. Note the absence of firing pin on the weapon model.]]&lt;br /&gt;
[[File:BF1_frommer2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommer3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1 Frommer.jpg|thumb|none|600px|Letting the slide go after pulling it back on an empty reload. Although in this specific frame, it looks like the Austro-Hungarian trooper is midway through performing the Desert Eagle's rare reload from ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===Frommer Stop Machine Pistol===&lt;br /&gt;
The fully-automatic lengthened-barreled variant of the [[Frommer Stop]] is available to the Assualt, Pilot, and Tanker classes as the &amp;quot;Frommer Stop Auto&amp;quot;. To better make use of its fully-automatic capability, it is fitted with an extended magazine, which has a correct capacity of 15 rounds.&lt;br /&gt;
[[File:Frommerstopautomaticmp.jpg|thumb|none|400px|Frommer Stop Machine Pistol - .380 ACP]]&lt;br /&gt;
[[File:BF1_frommerau1.jpg|thumb|none|600px|An American Tanker holds the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_frommerau3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Kolibri Pistol==&lt;br /&gt;
The tiny [[Kolibri Pistol|Kolibri 2.7mm Pistol]] is the weakest and smallest pistol in the game, unlocked by getting to Rank 10 with the Scout Class. The weapon seems to have been included primarily as a joke similar to the old ability to kill someone by hitting them in the head with a stun grenade; its damage output at point-blank range is only 5 per shot, and it can only reach levels comparable to other pistols when aiming for the head. Even then, it only deals 25 damage - respectable, but not for a point-blank headshot. It has an incorrect magazine capacity of 7+1 rounds instead of 6+1: this is probably due to misinterpreting a ''Forgotten Weapons'' video about a Kolibri up for auction that came with seven rounds of ammunition.&lt;br /&gt;
&lt;br /&gt;
There is a humorous third-person &amp;quot;Easter Egg&amp;quot; reload that occasionally happens with the Kolibri: rather than reloading it, the player character will be shown patting the ground as if they have dropped it and can't find it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kolibri.jpg|thumb|none|325px|2mm Kolibri pistol with a US penny for scale - 2.7x9mm Kolibri]]&lt;br /&gt;
[[File:BF1_koli.jpg|thumb|none|600px|A scout realizes he has a Kolibri.]]&lt;br /&gt;
[[File:BF1_koli1.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BF1_koli2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_koli3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lancaster Howdah Pistol==&lt;br /&gt;
A Lancaster 4-barreled [[Howdah Pistol]] is available to the Assault Class. It is a 2 shot kill at close range, but damage drops off sharply at longer distances; in comparison to the Gasser it offers a faster rate of fire (257 RPM compared to the 180 RPM of the Gasser) and a much faster reload speed as the soldier character inserts two rounds at a time when reloading. &lt;br /&gt;
&lt;br /&gt;
A unique variant, the &amp;quot;Howdah Sweeper&amp;quot; is also available either in a few of the single player missions, and as an exclusive to DICE employees. As the name implies, it fires some type of shotgun shell, and has a circular cross hair due to the pellet spread. This variant is also accessible to all players in the Community Test Environment.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;The Runner&amp;quot; the player will be awarded &amp;quot;Frontiersman&amp;quot;, a skin for the Howdah Pistol that is usable in Multiplayer.&lt;br /&gt;
[[Image:Lancasterone.jpg|thumb|none|350px|Lancaster 4-barrelled Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:BF1_howdah1.jpg|thumb|none|600px|A German soldier holds the pistol.]]&lt;br /&gt;
[[File:BF1_howdah2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_howdah3.jpg|thumb|none|600px|Reloading; showing off the empty barrels.]]&lt;br /&gt;
[[File:Frontiersman.jpg|thumb|none|600px|&amp;quot;Frontiersman&amp;quot; skin granted for 100% completion of &amp;quot;The Runner&amp;quot;.]]&lt;br /&gt;
[[File:BF1 Howdah (1).jpg|thumb|none|600px|Spinning the Howdah pistol in a gunslinger-like draw animation. This is very similar to another easter egg animation from DICE's previous title, [[Star_Wars_Battlefront#BlasTech_DL-44_Heavy_Blaster_Pistol_.28Mauser_C96.29|Star Wars Battlefront]], although the animation has a much higher chance of occurring in this game.]]&lt;br /&gt;
[[File:BF1 Howdah (2).jpg|thumb|none|600px|A British soldier, &amp;quot;fighting on the beaches&amp;quot;, stops and ejects some spent casings from his Howdah.]]&lt;br /&gt;
[[File:BF1 Howdah (3).jpg|thumb|none|600px|Inserting new rounds into the pistol. Note the ammunition appears to be .455 Webley Mk VI rounds, which were only introduced in 1939, and these particular ones seem to be referenced from inert rounds. Also note the two rounds already inserted have strike marks on their primers as if they have been fired.]]&lt;br /&gt;
[[File:BF1 Howdah (4).jpg|thumb|none|600px|A Royal Marine runs into the U-Boat pen in Zeebrugge with a camouflaged Howdah pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] pistol appears as a sidearm. A heavily engraved Luger P08 appears in the Red Baron Pack, which is included in the Early Enlister Deluxe Edition. It is a 4 shot kill at close range with a moderately fast rate of fire and good hip fire accuracy. It holds 8 rounds plus one chambered. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BF1 Weapons P08.jpg|thumb|none|600px|A German pilot with a Luger P08.]]&lt;br /&gt;
[[File:BF1 Weapons P08 aim.jpg|thumb|none|600px|Aiming the Luger.]]&lt;br /&gt;
[[File:BF1 Weapons P08 reloading.jpg|thumb|none|600px|The Luger P08 being reloaded.]]&lt;br /&gt;
[[File:BF1-Early-Enlister.jpg|thumb|none|600px|Note that the second &amp;quot;Behemoth&amp;quot; is the [http://en.wikipedia.org/wiki/HMS_Iron_Duke_(1912) HMS ''Iron Duke''] or a ship of the same class, while the third is the WW1-era Russian / Soviet &amp;quot;rail cruiser&amp;quot; ''[http://warisboring.com/a-remarkable-armored-train-fought-its-way-across-eurasia-db3e3180b50c Zaamurets]'', later known as ''Polipanovtsi'', ''BP-4'', ''Lenin'', ''Orlik'' and ''Train No. 105''. This train served on both sides during the Russian Civil War and undertook a remarkable journey across the world, ultimately ending up in the hands of the Japanese military after being seized from Chinese forces in Manchuria.]]&lt;br /&gt;
&lt;br /&gt;
===LP08 &amp;quot;Artillery&amp;quot;===&lt;br /&gt;
A [[Luger P08|Luger LP08 &amp;quot;Artillery&amp;quot;]] with buttstock and ''Trommelmagazin 08'' snail drum magazine can be seen in ''Battlefield 1'' key art. In-game, it also has a long barrel with foregrip from the rare carbine variant. It is an available weapon for the Tanker and Pilot classes. Despite the increased barrel length it only inflicts marginally more damage at range than the standard Luger P08.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare 32-round ''Trommelmagazin 08'' snail drum magazine compatible with the [[Bergmann MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|453px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:BF1 LP08 Art.jpg|thumb|none|600px|Battlefield 1 Key Art. The German soldier on the right is holding the Luger LP08 &amp;quot;Artillery&amp;quot; model pistol. He also has an anachronistic [[M1903A3 Springfield]] for some reason.]]&lt;br /&gt;
[[File:BF1 LP08 Art_1.jpg|thumb|none|600px|A British pilot holds the Luger Artillery.]]&lt;br /&gt;
[[File:BF1 LP08 Art_2.jpg|thumb|none|600px|Aiming the pistol, the proper Artillery rear sight is conspicuously absent.]]&lt;br /&gt;
[[File:BF1 LP08 Art_3.jpg|thumb|none|600px|Reloading a ''Trommelmagazin 08''. Note the foregrip from the carbine variant.]]&lt;br /&gt;
[[File:BF1 P08 Artillery (1).jpg|thumb|none|600px|An earlier frame of the reload, showing off the 9x19mm round in the ''Trommelmagazin''.]]&lt;br /&gt;
[[File:BF1 P08 Artillery (2).jpg|thumb|none|600px|Chambering the P08 Artillery.]]&lt;br /&gt;
&lt;br /&gt;
==Mars Automatic Pistol==&lt;br /&gt;
The [[Mars Automatic Pistol]] is available for the Scout class. It has a 10-round magazine, suggesting it could be chambered for 8.5mm or 9mm Mars. It has high stopping power, however the Gasser Revolver is the most powerful in terms of raw damage. The Mars sports decent hip fire accuracy but has high recoil and a below-average rate of fire. &lt;br /&gt;
[[Image:Mars01.jpg|thumb|none|350px|Mars Automatic Pistol - 8.5x26mm Mars / 9x26mm Mars / .45 Mars]]&lt;br /&gt;
[[File:BF1_mars_1.jpg|thumb|none|600px|A British sniper holds the Mars Pistol.]]&lt;br /&gt;
[[File:BF1_mars_2.jpg|thumb|none|600px|Aiming the Mars.]]&lt;br /&gt;
[[File:BF1_mars_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1 Mars.jpg|thumb|none|600px|Pulling the Mars' slide, although it appears the character's thumb is clipping into it.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] is available as one of the Medic class's sidearms. It is relatively weak at a 4 shot kill at close range but can be fired relatively quickly. A known reload bug plays when using the weapon as it will sometimes load rounds one at a time when completely empty instead of loading a stripper clip while other times the weapon will be reloaded with 21 rounds, 11 more rounds than what the weapon can possibly hold. &lt;br /&gt;
&lt;br /&gt;
The bolt-opening part of the reload animation (along with that of the Carbine version) is very wonkily animated. On a non-empty reload, the bolt slides back without any action from the player character, and the empty reload shows the bolt retracting back in for a split second before sliding back out as if it forgot that it is supposed to lock open. The bullet-by-bullet reload animation is also not at all synced with the rate of bullets incrementing in the magazine, with every one round shown loaded translating to two rounds incremented in the magazine. Lastly, the bolt is manually cocked even when a clip is used, even though C96 has a mechanism that automatically sends the bolt home when a stripper clip is removed.&lt;br /&gt;
&lt;br /&gt;
A version of the weapon available only to the DICE developers is the &amp;quot;Export&amp;quot; variant, chambered in 9x25mm Mauser Export, which deals more damage, but has noticeably more significant recoil.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Through Mud and Blood&amp;quot; the player will be awarded &amp;quot;His Lordship&amp;quot;, a skin for the Mauser C96 that is usable in Multiplayer. &lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96 Idle.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:BF1 C96 ADS.jpg|thumb|none|600px|Aiming Down sights.]]&lt;br /&gt;
[[File:BF1 C96 recoil.jpg|thumb|none|600px|Mid-recoil. Note the spent casing ejecting from the gun.]]&lt;br /&gt;
[[File:C96 empty reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:BF1 C96 mid-reload.jpg|thumb|none|600px|Mid-reload, loading one round at a time.]]&lt;br /&gt;
[[File:BF1 C96 (1).jpg|thumb|none|600px|Pulling the slide on C96 after trying to feed it anti-air balloons.]]&lt;br /&gt;
[[File:His Lordship.jpg|thumb|none|600px|&amp;quot;His Lordship&amp;quot; skin granted for 100% completion of &amp;quot;Through Mud and Blood.&amp;quot; Note the in-game model has the &amp;quot;new safety&amp;quot; without a hole in it, which was not seen on prewar models save for very early variants with the conical or large ring hammer, which had a short-travel safety without a hole.]]&lt;br /&gt;
[[FIle:BF1 C96suppressor.jpg|thumb|none|600px|Anzac runner Frederick Bishop overlooks the Dardanelles with a Maxim Silencer-equipped C96. It is also modeled with the C96 Carbine's 20-round magazine, but only ever holds 10 (the weapon holds 10 rounds when picked up and has nothing in reserve and has no methods to be resupplied).]]&lt;br /&gt;
&lt;br /&gt;
===C96 Carbine===&lt;br /&gt;
A carbine [[Mauser C96]] is the main weapon for the Pilot and Tanker classes where it is the default primary weapon. Oddly, the weapon has a 20-round fixed magazine; while these did exist, they weren't ever recorded as being put into carbines. Despite being a Carbine it inflicts identical damage to the regular C96 at 4 shots and only has a slightly higher muzzle velocity. &lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|500px|Mauser C96 Carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96 20 Round.jpg|thumb|400px|none|Rare 20-round C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BF1 C96Carbine menu.jpg|thumb|none|600px|Mauser C96 Carbine in the customize menu.]]&lt;br /&gt;
[[File:BF1 C96Carbine1.jpg|thumb|none|600px|A German pilot holds the Mauser C96 Carbine. Note that this is absolutely ''not'' how to hold a C96 with a stock unless you do not want to be able to use your thumb for a while: the correct grip is to keep the right thumb on the right side of the weapon.]]&lt;br /&gt;
[[File:BF1 C96Carbine2.jpg|thumb|none|600px|Aiming the pistol carbine, through its non-standard aperture sights.]]&lt;br /&gt;
[[File:BF1 C96Carbine3.jpg|thumb|none|600px|Reloading a 10-round stripper clip. The reload is finished with a rack of the bolt from the right hand instead of the left as on the pistol version.]]&lt;br /&gt;
[[FIle:BF1 C96Carbinescope.jpg|thumb|none|600px|Zara holds a unique scoped Mauser C96 carbine.]]&lt;br /&gt;
&lt;br /&gt;
===M1917 Trench Carbine===&lt;br /&gt;
The [[M1917 Trench Carbine]], a rare prototype 9mm Mauser C96 carbine variant with a 9.5-inch barrel and a massive 40-round detachable magazine produced by Mauser near the end of the war, appears in the ''Turning Tides'' DLC for the Assault class as a primary weapon. The real gun was supposed to compete with the ''Trommelmagazin''-equipped Luger as a trench raiding weapon, but was never adopted on cost grounds. A scoped version referred to as &amp;quot;M1917 Patrol Carbine&amp;quot; was added with the May 2018 update.&lt;br /&gt;
&lt;br /&gt;
In the files, the weapon's projectile was originally incorrectly named &amp;quot;Mauser763x25mm_Carbine&amp;quot;, despite the real gun only being made in 9x19mm Parabellum, however this was corrected in a patch to &amp;quot;9x19mm_Semi&amp;quot;. Considering this name cannot actually be seen in-game, this is some impressive dedication to getting things right.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1917Trench.jpg|thumb|none|400px|Mauser M1917 Trench Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BF1 C96M17_1.jpg|thumb|none|600px|Holding the Trench Carbine. Note that this variant uses a hand position that is far less likely to result in a trip to the field hospital, though it should be noted that the M1917 has a redesigned pistol grip that already alleviated the hammering situation somewhat.]]&lt;br /&gt;
[[File:BF1 C96M17_2.jpg|thumb|none|600px|Aiming the M1917.]]&lt;br /&gt;
[[File:BF1 C96M17_3.jpg|thumb|none|600px|Reloading shows that the in-game magazine well is modeled way too thin compared to the real weapon; the magazine is the same thickness as the receiver here, and could not possibly fit inside it.]]&lt;br /&gt;
[[File:BF1 C96M17_4.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
[[File:BF1 C96M17_5.jpg|thumb|none|600px|The scoped Carbine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Pocket Pistol 1914==&lt;br /&gt;
The [[1914 Mauser Pocket Pistol]] is available as one of the Medic class's sidearms as the &amp;quot;Taschenpistole M1914&amp;quot; (which is German for &amp;quot;pocket pistol&amp;quot;). It is a faster firing pistol at 450 RPM, but like other pistols in the same role is relatively weak, killing in 4 shots. &lt;br /&gt;
[[File:1914MauserPocket.jpg|thumb|none|300px|1914 Mauser Pocket Pistol - 7.65x17mmSR]]&lt;br /&gt;
[[File:BF1_taschen1.jpg|thumb|none|600px|A German medic holds the Mauser ''Taschenpistole M1914''.]]&lt;br /&gt;
[[File:BF1_taschen2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1_taschen3.jpg|thumb|none|600px|The empty pistol in his hand.]]&lt;br /&gt;
[[File:BF1_taschen4.jpg|thumb|none|600px|Inserting the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] appears as a Support-exclusive sidearm, called the &amp;quot;Repetierpistole M1912&amp;quot; (some sources say that this designation is actually the designation of the machine pistol version seen below, i.e. Repetierpistole M1912/16). When performing a non-empty reload, the player character correctly opens the action and presses a button that dumps all remaining rounds from the gun, then loads it with a stripper clip. When empty, the gun simply locks open like most pistols and is then loaded with the clip, making an empty reload much faster. Considering Support has access to infinite ammo, it's likely a good idea to empty the pistol whenever using it. It should also be noted that the gun actually ejects the correct amount of remaining rounds, ranging from one to seven. It is relatively weak, killing in 4 shots with an moderatly fast rate of fire at 360 RPM.&lt;br /&gt;
[[Image:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[File:BF1_steyr1912_1.jpg|thumb|none|600px|Holding the Steyr M1912.]]&lt;br /&gt;
[[File:BF1_steyr1912_2.jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:BF1M1912open.jpg|thumb|none|600px|Pulling the slide back during a mid-magazine reload.]]&lt;br /&gt;
[[File:BF1M1912ejecting.jpg|thumb|none|600px|Letting some happy little 9x23mm Steyr rounds go free.]]&lt;br /&gt;
[[File:BF1M1912clip.jpg|thumb|none|600px|Inserting an 8-round stripper clip.]]&lt;br /&gt;
[[File:BF1_steyr1912_3.jpg|thumb|none|600px|Thumbing in the cartridges.]]&lt;br /&gt;
[[File:BF1M1912releasing.jpg|thumb|none|600px|All rounds loaded, the character prepares to yank out the clip to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M.12/P.16===&lt;br /&gt;
The machine pistol version, complete with 16-round extended magazine and buttstock, appears as an Assault-exclusive primary in the ''Turning Tides'' DLC, called the &amp;quot;Maschinenpistole M1912/P.16&amp;quot;.  Unlike the sidearm, the machine pistol is reloaded with both stripper clips and individual rounds; a reload from empty uses two stripper clips, while non empty reloads without a multiple of eight load some individual rounds, like other clip-loaded guns in BF1. Although all of its animations were redone from scratch, it maintains the same details as the sidearm version (and was done by the same animator), such as releasing the safety every time the weapon is drawn, and correctly locking the slide open using the safety when reloading before the gun is empty. Also worth noting is that the player character uses their dominant thumb to press the slide release on empty reloads, but uses their offhand thumb to disengage the safety on non-empty reloads, which helps make the use of the slide catch vs the safety more obvious to the average player.&lt;br /&gt;
[[Image:SteyrM12_P.16.jpg|thumb|none|300px|Steyr 1912 P.16 - 9x23mm]]&lt;br /&gt;
[[Image:Steyr M1912 Stock.jpg|thumb|none|400px|Steyr-Hahn M1912 with shoulder stock - 9x23mm]]&lt;br /&gt;
[[File:BF1_steyr1912p16_1.jpg|thumb|none|600px|Holding the Steyr 1912 P.16.]]&lt;br /&gt;
[[File:BF1_steyr1912p16_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_steyr1912p16_3mid.jpg|thumb|none|600px|Performing a mid-reload.]]&lt;br /&gt;
[[File:BF1_steyr1912p16_3.jpg|thumb|none|600px|Reloading a 8-round stripper clip.]]&lt;br /&gt;
[[File:BF1 M1912P16 (1).jpg|thumb|none|600px|Locking the slide back on a partial reload.]]&lt;br /&gt;
[[File:BF1 M1912P16 (2).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:BF1_steyr1912p16ex1.jpg|thumb|none|600px|Holding the experimental variant.]]&lt;br /&gt;
[[File:BF1_steyr1912p16ex2.jpg|thumb|none|600px|Aiming down the lens sight.]]&lt;br /&gt;
[[File:BF1 M1912P16 (3).jpg|thumb|none|600px|Made uneasy by the rain storm, an Austro-Hungarian soldier switches the safety off his fancy M1912 P.16.]]&lt;br /&gt;
[[File:BF1 M1912P16 (4).jpg|thumb|none|600px|Pulling out the last clip on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Bodeo M1889==&lt;br /&gt;
The [[Bodeo M1889]] is available for Scout class at rank 2. A reasonably powerful 2 shot kill at close range however damage drops off sharply at longer distances to the point it will require all 6 rounds to kill a soldier at max range. It is painfully slow to reload as it reloads via a reloading gate, removing spent cartridges one at a time and inserting new ones. Although it is also reloaded in what seems to be a rather unsafe manner (pulling the trigger to rotate the cylinder after each round is inserted), this is how the Bodeo is supposed to function; with the loading gate open, the hammer is disconnected from the trigger, allowing this faster method of reloading compared to other gate-loaded revolvers.&lt;br /&gt;
[[File:Bodeo.jpg|thumb|none|300px|Bodeo Model 1889 Type II - 10.4x22mm Italian]]&lt;br /&gt;
[[File:BF1_bodeo_1.jpg|thumb|none|600px|A Scout holds the Bodeo revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_2.jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:BF1_bodeo_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Following the completion of a series of ''extremely'' elaborate Easter Eggs (spanning the entire support cycle of the game, including all 4 DLC packs), players were rewarded with a 7.5&amp;quot; &amp;quot;Cavalry&amp;quot;-barreled [[Colt Single Action Army]], dubbed the &amp;quot;Peacekeeper&amp;quot; in-game. It has ivory grips, a deep blued finish, and engravings with a silver inlay, most prominently a skull carved into the left recoil shield. Its damage is very high, more comparable to the Obrez than other revolvers. The player character fans the hammer when hipfiring, allowing for automatic-in-gameplay firing like the Gasser. The player character will also often perform various [[Metal_Gear_Solid#Colt_Single_Action_Army| elaborate]] [[Metal Gear Solid 3: Snake Eater#Colt_Single_Action_Army| tricks]] with the revolver upon drawing or running with it.&lt;br /&gt;
&lt;br /&gt;
It also features several distinct (and flashy) reload animations depending on the amount of ammunition remaining in the revolver. The reloads notably show the player character turning the cylinder clockwise to index to the empty chambers before loading them, in contrast to the other revolvers which lack this part, which is a hard-to-notice error that DICE made earlier and only fixed here. Old revolvers generally can only rotate in one direction, usually clockwise. On other gate-loaded revolvers, the reload routine involves ejecting the round lined up with the ejector, loading in a new round and incrementing ammo count by one, then rotating clockwise to the next position, looping the routine until the ammo count reaches capacity. Because the cylinder also rotates clockwise after firing, the first ejected round in the reload routine is actually the last fired round, and rotating clockwise again would place the unfired round (only on a non-empty reload of course) that was lined up with the barrel into the ejector (which is then reloaded as if it was a fired round). The inclusion of this extra part fixes this error, and also accounts for how many steps needs to be turned. Lastly, the empty reload has the user ejecting all the casings first then reloading all the rounds instead of the typical eject-load repeat cycle.&lt;br /&gt;
[[File:Colt Single Action Army Cavalry.jpg|thumb|none|350px|Colt Single Action Army w/ 7.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:BF1 Peacekeeper FP.jpg|thumb|600px|none|The soldier holds his arduously acquired Peacekeeper, his left hand ready to fan the weapon.]]&lt;br /&gt;
[[File:BF1 Peacekeeper Hipfire.jpg|thumb|600px|none|Hipfiring and fanning the revolver.]]&lt;br /&gt;
[[File:BF1 Peacekeeper ADS.jpg|thumb|600px|none|The sights of the revolver.]]&lt;br /&gt;
[[File:BF1 Peacekeeper ADS Fire.jpg|thumb|600px|none|Firing while aiming down sights.]]&lt;br /&gt;
[[File:BF1 Peacekeeper Reload Ejector.jpg|thumb|600px|none|Empty reload. The soldier lifts the revolver vertically and quickly works the ejector to eject all six fired rounds.]]&lt;br /&gt;
[[File:BF1 Peacekeeper Reload.jpg|thumb|600px|none|The soldier then quickly loads six rounds held in his right hand.]]&lt;br /&gt;
[[File:BF1 Peacekeeper Pause.jpg|thumb|600px|none|Idling with the revolver produces this idle inspect animation.]]&lt;br /&gt;
&lt;br /&gt;
==Gasser M1870==&lt;br /&gt;
The Austrian [[Gasser Revolvers|Gasser M1870]] revolver is available and is exclusive to the Assault Class. It is likely the 11.25x36mmR model, as the description states it was favored by Austrian Stormtroopers. It fires in single action animation-wise, but allows for automatic firing when not aiming down sights (i.e. holding down the fire key will repeatedly fire it), with the player character's thumb very quickly cocking the hammer back after every shot. More interestingly, the third-person animation shows the player character's left hand coming up to cock the hammer after every shot, an animation unique to this weapon. It is a pain to reload due to its loading gate system, and is, unlike the other revolvers, a very reliable two hit kill weapon at medium distances.&lt;br /&gt;
[[Image:Gasser_M1870s.jpg|thumb|none|350px|Gasser M1870 Montenegrin second model - 11.25x36mmR Gasser]]&lt;br /&gt;
[[File:BF1 Grasser idle.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:BF1 Grasser ADS.jpg|thumb|none|600px|Aiming the M1870.]]&lt;br /&gt;
[[File:BF1 Grasser reload.jpg|thumb|none|600px|Reloading, each round is loaded one by one.]]&lt;br /&gt;
[[File:BF1 Gasser (1).jpg|thumb|none|600px|An Austrian stormtrooper runs up a mountain with an engraved Gasser in hand.]]&lt;br /&gt;
[[File:BF1 Gasser (2).jpg|thumb|none|600px|Ejecting a spent cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant_Revolver|Nagant M1895]] is available in the ''In the Name of the Tsar'' DLC as a sidearm for all infantry classes. It is used exclusively in single-action, which could either be a result of the Nagant's infamously heavy double-action trigger pull, or it could be to imply that the revolver in-game is actually a &amp;quot;Private's Model&amp;quot; Nagant, which looks identical to the standard version, and is in fact single-action only. When reloading with ammo remaining, it loads like any other gate-loaded revolver; however, if the weapon is empty the 7-round cylinder is removed entirely and replaced with another one.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Revolver - 7.62x38R Nagant]]&lt;br /&gt;
[[File:BF1_nagant1.jpg|thumb|none|600px|Holding the Nagant.]]&lt;br /&gt;
[[File:BF1_nagant2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_nagant4.jpg|thumb|none|600px|Ejecting a spent 7.62x38R shell.]]&lt;br /&gt;
[[File:BF1 NagantM1895 (1).jpg|thumb|none|600px|There are a few different animations for the non-empty reload, sometimes the player character will push out spent cartridges with their finger or shake one out, as seen here.]]&lt;br /&gt;
[[File:BF1 NagantM1895 (2).jpg|thumb|none|600px|Removing an empty cylinder from the M1895, note the guide rod is being taken with it.]]&lt;br /&gt;
[[File:BF1_nagant3.jpg|thumb|none|600px|Setting a new one in place.]]&lt;br /&gt;
[[File:BF1 NagantM1895 (3).jpg|thumb|none|600px|Reinserting the guide rod.]]&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]] is available, simply called &amp;quot;No.3 Revolver&amp;quot;. It based on the commercial version (note the missing trigger guard spur of the military model) and according to the in-game stats is chambered in .44 American (which is not wrong, since part of the commercial revolvers was released under this caliber). It can be used by all classes but must be unlocked by getting Rank 10 with Assault. Like other Revolvers it is somewhat powerful at close range killing about 2 shots but damage drops off sharply at long range. It is one of the only three top break revolvers in the base game offering a much faster reload in comparison to other revolvers. It is also used by the &amp;quot;Trench Raider&amp;quot; elite class, which was added in the ''They Shall Not Pass'' DLC.&lt;br /&gt;
[[File:S&amp;amp;w russian commercial.jpg|thumb|none|350px|A rare commercial aka &amp;quot;civilian&amp;quot; verison of the Smith &amp;amp; Wesson No.3 Russian Model - .44 Russian]]&lt;br /&gt;
[[File:No. 3 Revolver Icon Color.jpg|thumb|none|350px|The world model of the No.3 Revolver.]]&lt;br /&gt;
[[File:BF1_smith1.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:BF1_smith2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_smith3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1 No3 (1).jpg|thumb|none|600px|Looking at the &amp;quot;Cathedral of Light&amp;quot; in ''Tsaritsyn'' with a No.3 revolver equipped with the &amp;quot;Package from Home&amp;quot; skin. This church is modeled after the Kronstadt Naval Cathedral located in St. Petersburg, while the multiplayer level takes place in what is now modern-day Volgograd.]]&lt;br /&gt;
[[File:BF1 No3 (2).jpg|thumb|none|600px|Cocking the No. 3's hammer.]]&lt;br /&gt;
[[File:BF1 No3 (3).jpg|thumb|none|600px|Ejecting the spent rounds; note the wafer-like moon clip holding the rounds together.]]&lt;br /&gt;
[[File:BF1 No3 (4).jpg|thumb|none|600px|Inserting another moon clip of .44 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Bulldog==&lt;br /&gt;
A [[Webley Bulldog]] revolver is available as one of the Support class's sidearms. Like other revolvers it is a 2 shot weapon at close range and is the fastest firing of the Revolver class at 257 RPM (in comparison to the Auto Revolver which has 225 RPM) but damage drops off sharply at longer ranges to counter its fast rate of fire. The weapon reloads via a loading gate, ejecting and inserting new rounds one at a time. The in-game weapon's caliber is specified as .442 Webley in game files.&lt;br /&gt;
[[File:Bulldog Police.jpg|thumb|none|400px|Victorian era Webley RIC / Bulldog type revolver, c. 1880s - .450 (Deactivated)]]&lt;br /&gt;
[[File:BF1 Bulldog Idle.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[File:Bulldog ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Bulldog reload.jpg|thumb|none|600px|Reloading, similar to the Gasser 1870]]&lt;br /&gt;
[[File:BF1Bulldogejecting.jpg|thumb|none|600px|Another frame of the reload; tapping the ejector rod.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver appears in the ''Apocalypse'' DLC under the generic name &amp;quot;Revolver Mk VI&amp;quot;.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[File:BF1 Webley MkVI (1).jpg|thumb|none|600px|Securing the ruined church in the Passchendaele level.]]&lt;br /&gt;
[[File:BF1 Webley MkVI (2).jpg|thumb|none|600px|Iron sights of the Mk VI.]]&lt;br /&gt;
[[File:BF1 Webley MkVI (3).jpg|thumb|none|600px|Opening up the Webley. The game actually keeps track of how many rounds have been fired.]]&lt;br /&gt;
[[File:BF1 Webley MkVI (4).jpg|thumb|none|600px|Feeding more .455 rounds into the cylinder.]]&lt;br /&gt;
[[File:BF1 Webley MkVI (5).jpg|thumb|none|600px|Unlike its automatic cousin seen below, the player character manually closes the Mk VI rather than flicking the revolver shut.]]&lt;br /&gt;
&lt;br /&gt;
==Webley-Fosbery Auto Revolver==&lt;br /&gt;
The [[Webley-Fosbery Automatic Revolver]] is shown being used by several tank crewman during the campaign mission &amp;quot;Through Mud and Blood&amp;quot;. In multiplayer, it is one of the Medic class's sidearms, offering a high damage 2-shot kill at close range, with damage dropping off sharply at longer ranges, and a faster reload in comparison to other revolvers. It is called the &amp;quot;Auto Revolver&amp;quot; in multiplayer- which is more or less correct, but not terribly specific; an auto-revolver is a type of weapon (albeit with very few of the sort existing), not an individual one. Like the S&amp;amp;W No.3 Revolver, it reloads via a top break system, and is thus able to replace all of its rounds at once.&lt;br /&gt;
&lt;br /&gt;
The Auto Revolver is named &amp;quot;Automatic Revolver .38&amp;quot; in singleplayer, but still holds 6 rounds instead of the 8 rounds capacity of the .38 ACP variant. Despite this, in the final cutscene of ''Through Mud and Blood'' Townsend fires eight shots from his Auto Revolver without reloading, the correct full capacity of the .38 variant.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Friends in High Places&amp;quot;, the player will be awarded &amp;quot;Straight Flush&amp;quot;, a skin for the Auto Revolver that is usable in Multiplayer. &lt;br /&gt;
[[File:Webley-Fosbery.jpg|thumb|none|350px|Webley-Fosbery Auto Revolver - .455 Webley]]&lt;br /&gt;
[[File:BF1 Auto Revolver idle.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:BF1 Auto Revolver ADS.jpg|thumb|none|600px|Aiming down sights]]&lt;br /&gt;
[[File:BF1 Auto Revolver recoil.jpg|thumb|none|600px|Mid-recoil. As seen here, the top frame recoils, turning the cylinder to the next chamber. Note the grooves in the cylinder, which help rotate it to the next round]]&lt;br /&gt;
[[File:BF1 Auto Revolver reload.jpg|thumb|none|600px|Reload. Note the spent .455 casings ejecting out of the cylinder.]]&lt;br /&gt;
[[File:BF1 WebleyAuto (1).jpg|thumb|none|600px|Bringing up the speedloader.]]&lt;br /&gt;
[[File:BF1 WebleyAuto (2).jpg|thumb|none|600px|Inserting the fresh rounds into the cylinder.]]&lt;br /&gt;
[[File:BF1 WebleyAuto (3).jpg|thumb|none|600px|Closing the Webley-Fosbery. &amp;quot;.455 CORDITE ONLY&amp;quot; is inscribed just below the cylinder.]]&lt;br /&gt;
[[File:Straight Flush.jpg|thumb|none|600px|The &amp;quot;Straight Flush&amp;quot; skin granted for 100% completion of &amp;quot;Friends in High Places&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
Worth noting is that none of these weapons would have been called submachine guns in English at the time, because the term originated in 1921 as a description for the [[Thompson Submachine Gun]]; terms like &amp;quot;machine carbine&amp;quot; or &amp;quot;machine pistol&amp;quot; were used in Europe for such weapons right up to the Second World War. For other languages however, such as German, the corresponding term ''Maschinenpistole'' was invented during WW1 and used to the modern day.&lt;br /&gt;
&lt;br /&gt;
The SMG category also includes the Steyr M.12/P.16 machine pistol, the Ribeyrolles 1918 (an automatic carbine using a proto-intermediate cartridge, designed as a light machine gun of sorts), the Chauchat-Ribeyrolles 1918 (a firing port weapon using rifle rounds which some sources say that the French did call a &amp;quot;submachine gun&amp;quot; by naming it a ''pistolet-mitrailleur''), and weirdly, the M1917 Trench Carbine, despite it not even being automatic.&lt;br /&gt;
&lt;br /&gt;
Like the machine guns, some of the large-capacity submachine guns (namely the Hellriegel and the Maxim SMG) can overheat after being fired for too long.&lt;br /&gt;
&lt;br /&gt;
==Beretta M1918==&lt;br /&gt;
The [[Beretta M1918]] submachine gun is available for the Assault class at rank 2. Presumably due to the continued existence of Beretta's name trademark, it is called the &amp;quot;Automatico M1918.&amp;quot; It has the fastest ROF of the Assault SMG's at 900 RPM but is offset with a magazine size of 25 rounds and very poor damage drop off. Three variants exist for the weapon with pre-allocated attachments, &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot; and &amp;quot;Storm&amp;quot;. An Optical variant which uniquely had the lens sight mounted diagonally was initially planned (and can be seen in the official gameplay trailer), but was later scrapped for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
It was depicted with a reciprocating bolt during Alpha and Beta, however the bolt was incorrectly animated as cycling like a closed bolt gun, but from an open bolt position, meaning the bolt was to the rear, and then would cycle ''even further back'' from there. The release version of the bolt simply stays forward at all times, as if welded shut, likely the simplest way of fixing the previous issue. It should be noted that the empty reload is correct in terms of player character actions and audio, but the physical bolt itself simply doesn't move.&lt;br /&gt;
[[File:Beretta 1918.jpg|thumb|none|450px|Beretta M1918 with folding spike bayonet - 9mm Glisenti]]&lt;br /&gt;
[[File:Bf1-m1918_1.jpg|thumb|none|600px|A British soldier holds the submachine gun.]]&lt;br /&gt;
[[File:Bf1-m1918_2.jpg|thumb|none|600px|A view through the M1918's default iron sights.]]&lt;br /&gt;
[[File:BF1Automaticoaltads.jpg|thumb|none|600px|Aiming with the alternative aperture rear sight.]]&lt;br /&gt;
[[File:BF1Automaticoreload.jpg|thumb|none|600px|Removing a spent magazine.]]&lt;br /&gt;
[[File:Bf1-m1918_3.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF1Automaticocharging.jpg|thumb|none|600px|&amp;quot;Cocking&amp;quot; the Automatico, without actually moving the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18/I==&lt;br /&gt;
The [[Bergmann MP18]] is the first submachine gun available for the Assault class. It is the slowest firing SMG at 500 RPM but offers good accuracy over short to medium distances even from the hip. Three variants are available &amp;quot;Trench&amp;quot;, &amp;quot;Optical&amp;quot; and &amp;quot;Experimental&amp;quot;. The &amp;quot;Experimental&amp;quot; variant locks the weapon to three-round burst and gives substantially greater long range accuracy, and after the 2018 Easter update, it now feeds from a 30-round stick magazine to prevent having a leftover two rounds in a three-round burst fire weapon. The &amp;quot;Factory&amp;quot; variant is available in the single player.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|450px|Bergmann MP18 with 32 round ''Trommelmagazin 08'' - 9x19mm]]&lt;br /&gt;
[[File:bf1 c96 1.jpg|thumb|none|600px|A soldier with a Mauser C96, a Bergmann MP18, a [http://scrapironflotilla.tumblr.com/post/98780640376/scrapironflotilla-a-variety-of-first-world-war trench raiding club], and a rather displeased facial expression.]]&lt;br /&gt;
[[File:Bf1-mp18.jpg|thumb|none|600px|A soldier wields a MP18/I with a 32-round snail drum magazine and a spike bayonet. The MP18 was never actually fitted with bayonets in real life; bayonets are treated as an accessory for many weapons in the game.]]&lt;br /&gt;
[[File:Bf1-mp18_2.jpg|thumb|none|600px|Aiming the MP18. Note the loading lever position on the ''Trommelmagazin 08''. The loading lever on the real TM 08 turns as the magazine depletes, and has ammo count markers on the outer edge (shown in-game but obstructed by the rain and lighting here) marking the lever positions corresponding to the ammo count in the magazine. In-game, the loading lever shakes while shooting, but is otherwise static.]]&lt;br /&gt;
[[File:Bf1-mp18_3.jpg|thumb|none|600px|Reloading the submachine gun.]]&lt;br /&gt;
[[File:BF1MP18reload.jpg|thumb|none|600px|Inserting a new snail-drum magazine into the original &amp;quot;Experimental&amp;quot; variant (visually identical to the current &amp;quot;Optical&amp;quot; version), with an added camouflage skin.]]&lt;br /&gt;
[[File:BF1MP18charging.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:BF1 MP18 (1).jpg|thumb|none|600px|The new &amp;quot;Experimental&amp;quot; MP18/I.]]&lt;br /&gt;
[[File:BF1 MP18 (2).jpg|thumb|none|600px|Sliding in the thirty-round Luger mag.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim submachine gun==&lt;br /&gt;
An experimental submachine gun which was essentially a scaled-down [[Maxim MG08/18]] is available in the ''In the Name of the Tsar'' DLC for the Assault class. While some models of the weapon are known to have survived, overall the gun is an obscure mystery; there is no record of what its real name was (it is labeled &amp;quot;SMG 08/18&amp;quot; in-game, which as noted above wouldn't have been its actual name since the term SMG did not exist at the time), who designed it, when it was made, or even which country it was from (it is usually captioned as &amp;quot;very probably German&amp;quot;). The single surviving gun is part of the collection of the weapon design department of the Tula State University in Russia. The first image below is from the Russian army's collection and shows a slight variation of the Tula weapon's stock with an oil bottle holder, indicating either the Tula gun is a different prototype or the same weapon with a new stock.&lt;br /&gt;
&lt;br /&gt;
Two variants are available: Factory and Optical. At release, it had a rate of fire of 450 RPM, but was later buffed to 770 RPM. Given the real weapon's obscureness, its real ROF is impossible to know, but DICE developers provided the reasoning that its smaller caliber and scaled down [[Maxim MG08/15]] action implies a higher ROF than the original machine gun (the original MG 08/18 was added to the game 2 DLCs later in the ''Apocalypse'' DLC).&lt;br /&gt;
&lt;br /&gt;
Like the real weapon, it uses a strange multi-column en-bloc clip which functions rather like the &amp;quot;squirrel cage&amp;quot; 50-round magazine of the [[Fiat-Revelli M14/35|Fiat-Revelli M1914]] machine gun, but without the spring-operated feed columns. The clip is inserted into the left side of the feeding box and has 10 columns of 8 rounds, each column essentially a stripper clip fixed to a backplate. These are indexed upwards by a rack mechanism within the gun rather than a spring follower, the clip being pulled across each time a column is emptied and ejected from the right side of the feeder box when the last round is fired. To balance out this ridiculously large capacity, the in-game gun will overheat after firing around 40 rounds sequentially.&lt;br /&gt;
&lt;br /&gt;
[[File:Maxim_smg.jpg|thumb|none|450px|Experimental Maxim submachine gun (without the feed box and its integral front grip) - 9x19mm. Until the Tula example was discovered this was the only known image of the weapon, and so it was unclear how exactly it functioned.]]&lt;br /&gt;
[[Image:Maxim SMG feeder.jpg|thumb|none|450px|Maxim SMG prototype belonging to Tula State University, Russia, showing feeding box - 9x19mm. The ejection port for the spent clip is much smaller than the insertion port, since the casings are not retained and so only the flat clip plate needs to pass through it.]]&lt;br /&gt;
[[File:Bf1-masims_1.jpg|thumb|none|600px|Holding the Maxim SMG.]]&lt;br /&gt;
[[File:Bf1-masims_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-masims_3.jpg|thumb|none|600px|Inserting an 80-round clip into the feeder box.]]&lt;br /&gt;
[[File:BF1 MaximSMG (1).jpg|thumb|none|600px|The Maxim's empty clip becomes more visible as ammunition is expended. Also note the anti-aircraft sights; these are an optional attachment for the Factory variant.]]&lt;br /&gt;
[[File:BF1 MaximSMG (2).jpg|thumb|none|600px|Locking the charging back on a empty reload.]]&lt;br /&gt;
[[File:BF1 MaximSMG (3).jpg|thumb|none|600px|Sending it home by pressing a bolt release of some sort.]]&lt;br /&gt;
[[File:BF1 MaximSMG (4).jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; variant of the Maxim SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Standschütze Hellriegel 1915==&lt;br /&gt;
The [[Standschütze Hellriegel 1915]] heavy submachine gun is the Assault class's Level 10 unlock, called the &amp;quot;Hellriegel 1915.&amp;quot; It is another incredibly obscure prototype, more so than the Maxim submachine gun since not a single example of the weapon is known to have survived the war and there are only three photographs that show it ever existed at all, all of the weapon's right-hand side. Information about the weapon's operating method, ammunition capacity and even which 9mm round it fired is all conjecture from firearms historians based on its dimensions.&lt;br /&gt;
&lt;br /&gt;
The detachable drum magazine depicted on both variants in-game is fictional; the real weapon was known to feed either from a straight box magazine estimated to have a capacity of around 20 rounds, or from a drum magazine with an estimated capacity of around 160 rounds that is noticeably larger than the one in-game. This would be rested on the ground like a belt box using a weighted base, feeding cartridges through a flexible chute that led to early ideas that the weapon was belt-fed. To balance out the high capacity, the Hellriegel overheats at around 40 consecutive shots.&lt;br /&gt;
&lt;br /&gt;
Three variants are available in the game: in singleplayer there is the &amp;quot;Factory&amp;quot; variant that holds 59+1 rounds in a drum magazine and is used by enemies in the chapter &amp;quot;Avanti Savoia!&amp;quot; and a &amp;quot;Storm&amp;quot; variant with a special sight which only appears in a crate in the level &amp;quot;Through Mud and Blood.&amp;quot; Multiplayer used to only have the &amp;quot;Factory&amp;quot; variant (which is actually the Storm variant), but now also has a &amp;quot;Defensive&amp;quot; variant introduced to the game in March 2017, which holds 119+1 rounds and is equipped with a bipod and a magnifying sight, and for balance purposes rather than due to any kind of logic, has much higher recoil than the standard version. &lt;br /&gt;
&lt;br /&gt;
[[File:Standschütze Hellriegel 1915.jpg|thumb|none|451px|Standschütze Hellriegel 1915 heavy submachine gun with straight magazines and open ~160-round drum - 9x23mm Steyr (speculated). The strange object at the top-left is a weighted base for the drum to hold it upright, since it did not actually mount to the gun and was rested on the ground next to it.]]&lt;br /&gt;
[[Image:Standschütze Hellriegel 1915 drum.jpg|thumb|none|451px|Standschütze Hellriegel 1915 heavy submachine gun with ~160-round drum - 9x23mm Steyr (speculated). This is how the drum was actually employed. Whether the thing under the barrel is a foregrip of some kind that the soldier is holding or a flexible hose which is part of the water jacket that he is preventing from falling out while firing is one of many things lost to history.]]&lt;br /&gt;
[[File:BF1 Gamescom Trailer Standschutzle Hellriegel 1915.jpg|thumb|none|600px|Holding the Standschütze Hellriegel 1915.]]&lt;br /&gt;
[[File:Bf1-hell_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-hell_3.jpg|thumb|none|600px|Reloading, showing off the weapon's made-up left side. The lever above the character's hand locks and unlocks the drum magazine, which slides in and out towards the front (similar to how a Thompson magazine works, but in the horizontal). The small bar-like piece on the rear of the receiver is likely intended to be a disassembly latch of some sort, while the lever below it is probably supposed to be a two-position safe - fire selector lever.]]&lt;br /&gt;
[[File:BF1 Hellreigel (1).jpg|thumb|none|600px|Unlocking the lever assembly. The engraving is the player emblem.]]&lt;br /&gt;
[[File:BF1 Hellreigel (2).jpg|thumb|none|600px|Pulling the charging handle. Note &amp;quot;H1915&amp;quot; and &amp;quot;9x23mm&amp;quot; are written on the magazine.]]&lt;br /&gt;
[[File:BF1 Hellreigel (3).jpg|thumb|none|600px|Locking the magazine back in place.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Annihilator==&lt;br /&gt;
The [[Thompson|Thompson Annihilator]] prototype of the Thompson SMG was added with the May 2018 weapon update. It comes as a &amp;quot;Trench&amp;quot; variant with a 20-round magazine. Rather obviously given the name, it is anachronistic for the WWI setting (ignore the Russian Civil War setting for a moment): while there was a 1917 Thompson prototype, this weapon, the &amp;quot;[[:Image:Persuader.jpg|Persuader]],&amp;quot; was belt-fed.&lt;br /&gt;
[[File:Annihilator.jpg|thumb|none|450px|Thompson Annihilator with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[File:BF1_Thompson1.jpg|thumb|none|600px|An American stormtrooper holding his Thompson ready to break through the ''Hindenburg Line''.]]&lt;br /&gt;
[[File:BF1_Thompson2.jpg|thumb|none|600px|Aiming. The rear sight is literally the charging handle, which means it moves a lot when shooting.]]&lt;br /&gt;
[[File:BF1_Thompson3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_Thompson4.jpg|thumb|none|600px|Pulling the charging handle back in position.]]&lt;br /&gt;
[[File:BF1_Thompson5.jpg|thumb|none|600px|The stormtrooper running with an empty Tommy Gun. The barrel perforations in the [[Suomi KP/-31]]-style appears to be inspired by [http://www.dieselpunks.org/photo/thompson-annihilator-1919 this] image, which is of dubious authenticity.]]&lt;br /&gt;
&lt;br /&gt;
===M1919 Thompson===&lt;br /&gt;
An additional variant is available for pre-ordering ''Battlefield V'', modeled after the pattern gun presented to Colt in 1919, called &amp;quot;M1919 SMG&amp;quot;.&lt;br /&gt;
[[File:M1919 Thompson.jpg|thumb|none|450px|M1919 Thompson with 50-round drum magazine (20-round box and 100-round drum beside) - .45 ACP]]&lt;br /&gt;
[[File:M1919 SMG BF1.jpg|thumb|none|600px|Holding the M1919 Thompson. Like the Annihilator, a front sight is added to the weapon, near the muzzle.]]&lt;br /&gt;
[[File:M1919 SMG ADS BF1.jpg|thumb|none|600px|Aiming down sights. Note the new round hood on the front sight.]]&lt;br /&gt;
[[File:M1919 SMG Reload 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M1919 SMG Reload 2.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Villar Perosa M1915==&lt;br /&gt;
A version of the [[Villar Perosa M1915]] is available. It is found in the War Story Avanti Savoia, and is the weapon of the Sentry Elite Class pickup on the Italian maps (Monte Grappa and Empire's Edge), which was later added to other maps. It is in similar style to the [[Beretta Model 38#Fake Villar Perosa M1915 SMG|Bapty &amp;amp; Co. mock up]] made for the 1987 film ''[[The Sicilian]]'', with a Bren front grip, and an MG42 grip and trigger group. It has a smaller magazine than the MG08/15 at 50 rounds (both guns loaded), but its blazing rate of fire of 1800 rounds per minute makes it a shredder at close range.&lt;br /&gt;
[[File:Fake Villar Perosa from The Sicilian.jpg |thumb|none|450px|Fake Villar Perosa used in ''The Sicilian''. Photo from [http://www.longmountain.com/just-for-fun/movie-guns/TheSicilian/ Long Mountain Outfitters] web site ]]&lt;br /&gt;
[[File:BF1 Villar Perosa0.jpg|thumb|none|600px|The Villar Perosa lies in a weapon crate.]]&lt;br /&gt;
[[File:BF1 Villar Perosa1.jpg|thumb|none|600px|An Italian soldier holds the Villar Perosa M1915.]]&lt;br /&gt;
[[File:BF1 Villar Perosa2.jpg|thumb|none|600px|Holding the submachine gun.]]&lt;br /&gt;
[[File:BF1 Villar Perosa.jpg|thumb|none|600px|The Villar Perosa in action. Note the 25 round capacity: while the capacity is actually 50 rounds, the ammo indicator shows the number of times the weapon can be fired since both barrels use the same trigger.]]&lt;br /&gt;
[[File:BF1 Villar-Perosa (1).jpg|thumb|none|600px|Removing the magazines.]]&lt;br /&gt;
[[File:BF1 Villar-Perosa (2).jpg|thumb|none|600px|Inserting the right one...]]&lt;br /&gt;
[[File:BF1 Villar-Perosa (3).jpg|thumb|none|600px|...And then the left. Note that the sentry's gauntlet clips into the left mag.]]&lt;br /&gt;
[[File:BF1 Villar-Perosa (4).jpg|thumb|none|600px|Rechambering the right half...]]&lt;br /&gt;
[[File:BF1 Villar-Perosa (5).jpg|thumb|none|600px|...And finally, pulling the left side's charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] is one of the available shotguns for the Assault class. In-game it is known as the &amp;quot;12g Automatic&amp;quot;, although a kill feed in the &amp;quot;Gameplay Series&amp;quot; dev diary showed that it was more properly named &amp;quot;Automatic 5&amp;quot; at one point. Like the Sjögren Inertia (and unlike the Model 10A and the Trench Gun), the player character loads an extra round in the chamber; this was most likely done for balancing purposes. Three variant exist which are &amp;quot;Backbored&amp;quot;, &amp;quot;Hunter&amp;quot;, and &amp;quot;Extended&amp;quot;. The &amp;quot;Extended&amp;quot; model increases the magazine capacity from 4+1 rounds to 6+1, making it the highest capacity shotgun in the game. A factory model with an extended magazine did exist, but the real model holds a 8 rounds, not 6; the in-game Extended model's magazine length is an intermediate between the real 4 round and 8 round magazines. It is modeled with the older style of straight-cut stock, without the “C”-like grip. &lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Browning a5 police8rd.jpg|thumb|none|500px|Browning Auto-5 version for police use, with factory extended 8-round magazine - 12 gauge]]&lt;br /&gt;
[[File:Auto5BF1_1.jpg|thumb|none|600px|The Browning Auto-5 in-game.]]&lt;br /&gt;
[[File:Auto5BF1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1A5chamberloading.jpg|thumb|none|600px|Dropping a brass-cased 12-gauge shell into the A5.]]&lt;br /&gt;
[[File:Auto5BF1_3.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF1A5reload.jpg|thumb|none|600px|Topping the tube magazine off with more shells. Note the player character inserting shells without holding down the bolt release. In the mid-1950s, a two-piece shell carrier design was incorporated, making this possible, but this Auto-5 should not be able to do this, given the WWI time period.]]&lt;br /&gt;
[[File:Auto5BF1.jpg|thumb|none|600px|The &amp;quot;Extended&amp;quot; variant of the Browning Auto-5 in-game. For some reason, this variant is the basis of the HUD image.]]&lt;br /&gt;
[[File:BF1 A5.jpg|thumb|none|600px|The Auto-5 &amp;quot;Hunter&amp;quot; variant (note the choke on the muzzle) with a ribbed barrel and weapon skin.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1900==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Side by Side Shotgun|Remington Model 1900]] is available in the ''In the Name of the Tsar'' DLC for the Assault class. It's correctly named &amp;quot;Model 1900&amp;quot; and comes in two variants - &amp;quot;Factory&amp;quot; and &amp;quot;Slug&amp;quot;. By switching fire modes, it's possible to discharge both barrels at nearly the same time. There is in fact a slight delay between shots in &amp;quot;both barrels&amp;quot; mode; in game mechanic terms it's a two-round burst at an extremely high rate of fire. This simultaneously represents the offset triggers, and also serves as a balance mechanic, to prevent this mode from simply dealing twice the damage with no downside; integrating authenticity-based features into game balance is something the ''Battlefield'' series tries very hard to do. This feature is also present on the double-barreled shotgun in ''[[Battlefield Hardline]]''.&lt;br /&gt;
&lt;br /&gt;
[[File:Remington Model 1900.jpg|thumb|none|500px|Remington Model 1900 - 12 gauge]]&lt;br /&gt;
‎[[File:Bf1-rem1900_1.jpg|thumb|none|600px|Holding the Remington.]]&lt;br /&gt;
[[File:Bf1-rem1900_2.jpg|thumb|none|600px|Aiming down the sight bead.]]&lt;br /&gt;
[[File:Bf1-rem1900_3.jpg|thumb|none|600px|Reloading both shells into the M1900.]]&lt;br /&gt;
[[File:Bf1-rem1900_4.jpg|thumb|none|600px|Preparing to close the barrels.]]&lt;br /&gt;
[[File:BF1 M1900 (1).jpg|thumb|none|600px|A slug-firing Model 1900 with a ribbed sight plane and a spike bayonet that is rather sillily clamped around the left barrel.]]&lt;br /&gt;
[[File:BF1 M1900 (2).jpg|thumb|none|600px|Loading a single shell. The right-side barrel is always fired first, which makes sense as the right-side trigger is the further forward one.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-Off Remington Model 1900===&lt;br /&gt;
The Tank Hunter Elite Class is armed with a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawn-Off Remington Model 1900]] as his sidearm, though unlike the properly-named full-size version that appears as DLC, this base-game weapon is simply named &amp;quot;Sawed Off Shotgun&amp;quot;. The same shotgun can be unlocked as a primary weapon for the Pilot and Tanker classes by reaching Rank 10 with the Tanker class. This version has the &amp;quot;Shotgun Rib&amp;quot; style iron sights on by default, and as Pilot/Tanker weapons lack proper customization, it cannot be removed. Having been added to the game earlier, it lacks some improvements/features the full-size version has, such as reloading just one shell when only one has been fired, the &amp;quot;both barrels&amp;quot; fire mode, and a correct name. As of the ''In the Name of the Tsar'' update, this version now has the double-barrel fire mode as well. The later-added Infiltrator Elite Class uses this weapon as his secondary as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Remington_SBS.jpg|thumb|none|400px|Remington Spartan Sawn-Off shotgun for reference - 12 gauge]]&lt;br /&gt;
‎[[File:Shot (1).jpg|thumb|none|600px|A Tank Hunter holds the sawn-off Remington.]]&lt;br /&gt;
[[File:BF1_sawnoff_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_sawnoff_3.jpg|thumb|none|600px|Reloading the sawed-off M1900.]]&lt;br /&gt;
[[File:BF1 Sawnoff.jpg|thumb|none|600px|Inserting two more brass-cased shells. A very rare easter egg animation may play instead, recreating the frame-by-frame reload animation of the &amp;quot;Super Shotgun&amp;quot; from ''Doom II'', although the default animation certainly seems to have been inspired by it as well.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 10A==&lt;br /&gt;
The [[Remington Model 10|Remington Model 10A]] is the first shotgun unlocked for the Assault class and is referred as the &amp;quot;Model 10-A&amp;quot;. It differs from the [[Winchester Model 1897]] for having a longer barrel of 23 inches, rather than 20 inches on the Model '97. It has a correct 6-round tube capacity in the game and unlike the M97 cannot be slam fired. Like the M97, it cannot hold an extra round in the chamber. Instead of starting with a chamberloading procedure, the empty reload instead involves filling up the tube magazine then pumping once to chamber the weapon (same on the M97). Three variants are available in-game, &amp;quot;Factory&amp;quot;, &amp;quot;Slug&amp;quot; (Formerly called &amp;quot;Heavy&amp;quot; in the Beta) and &amp;quot;Hunter&amp;quot;. &lt;br /&gt;
[[Image:Remington Model 10Anoheatshield.jpg|thumb|500px|none|World War I era Remington Model 10A &amp;quot;Trench Gun&amp;quot;]]&lt;br /&gt;
[[File:BF1_remington_trench_1.jpg|thumb|none|600px|The Model 10A shotgun lies in a weapon crate. This is the singleplayer-exclusive Sweeper variant.]]&lt;br /&gt;
[[File:BF1_remington_trench_2.jpg|thumb|none|600px|An Assault Gunner holds the shotgun.]]&lt;br /&gt;
[[File:BF1_remington_trench_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_remington_trench_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Model10ABF1.jpg|thumb|none|600px|Holding the &amp;quot;Slug&amp;quot; variant of the Model 10A. Note the experimental dot sight on it; this &lt;br /&gt;
kind of sight was only tested by the British in small quantities and only on the Lee-Enfield rifles of the era.]]&lt;br /&gt;
[[File:BF1 Model10A (1).jpg|thumb|none|600px|A Model 10A &amp;quot;Hunter&amp;quot; equipped with a ribbed barrel and WWI style camoflauge.]]&lt;br /&gt;
[[File:BF1 Model10A (2).jpg|thumb|none|600px|When reloading from empty, the player character rather dramatically chambers the first round out of the magazine tube in a one-handed manner.]]&lt;br /&gt;
[[File:BF1 Model10A (3).jpg|thumb|none|600px|The regular pumping animation of a normal Model 10A that appears to have grown moldy.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren Shotgun==&lt;br /&gt;
The [[Sjögren]] semi-automatic Shotgun was confirmed by the developers to be in the ''They Shall Not Pass'' DLC and was seen in a teaser image. It is referred to as the &amp;quot;Sjögren Inertial&amp;quot; in-game, referring to the Sjögren's inertial action, even though the name of the real weapon is actually Sjögren '''Inertia'''. It has a capacity of 4+1 rounds in-game. A slug variant was added in May 2018.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren Inertia - 12 gauge]]&lt;br /&gt;
[[File:BF1_Sjö1.jpg|thumb|none|600px|Holding the Sjögren.]]&lt;br /&gt;
[[File:BF1_Sjö2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_Sjö3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:BF1_Sjö4.jpg|thumb|none|600px|Chamber-loading.]]&lt;br /&gt;
[[File:BF1 Sjorgren.jpg|thumb|none|600px|A mid-recoil shot of the Sjögren shotgun being fired at some menacing stairs.]]&lt;br /&gt;
[[File:BF1 Sjogren (1).jpg|thumb|none|600px|The Sjögren Slug shotgun in-game.]]&lt;br /&gt;
[[File:BF1 Sjogren (2).jpg|thumb|none|600px|Manually releasing the bolt after chamber-loading by pushing the loading gate up; this is actually somewhat redundant as the bolt would drop as the user loads the first shell into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 Trench Gun]] is one of the available shotguns for the Assault class under the name &amp;quot;M97 Trench Gun.&amp;quot; It correctly holds 5 rounds in the tube magazine and is also capable of being &amp;quot;slam-fired&amp;quot; in-game, just like in real life. However, like the Remington Model 10A (and unlike the Browning Auto-5 and the Sjögren Inertia, as well as shotguns in previous ''Battlefield'' games), the player is unable to load a round in the chamber; this was likely done for balancing purposes. Four variants exist in Multiplayer, these being &amp;quot;Hunter&amp;quot;, &amp;quot;Backbored&amp;quot;, &amp;quot;Sweeper&amp;quot; and &amp;quot;Hellfighter&amp;quot;. The &amp;quot;Hellfighter&amp;quot; is only a cosmetic pre-order bonus apart of the Early Enlister and Deluxe edition copies of the game; statistically it is identical to the M97 Hunter variant.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:bf1 colt trenchgun.jpg|thumb|none|500px|Overview on the Hellfighter Trench Shotgun.]]&lt;br /&gt;
[[File:BF1_Winch_trench_1.jpg|thumb|none|600px|An Assault Gunner holds the Hellfighter Winchester Model 1897.]]&lt;br /&gt;
[[File:BF1_Winch_trench_2.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BF1_Winch_trench_3.jpg|thumb|none|600px|Reloading a round.]]&lt;br /&gt;
[[File:BF1M1897pumping.jpg|thumb|none|600px|Pumping an alternately-skinned M97 &amp;quot;Hunter&amp;quot;, with a ribbed barrel.]]&lt;br /&gt;
[[File:M97TrenchGunBF1.jpg|thumb|none|600px|The &amp;quot;Backbored&amp;quot; variant of the Winchester M1897 Trench Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Rifles are primarily split into two classes: Self-Loading Rifles used by Medics, and Rifles used by Scouts. The Scouts' Rifles category (instead of a Sniper Rifles category) likely reflects how many of the rifles have Infantry variants that lack scopes, making them not suitable for sniper roles. Rifles are universally bolt action with one lever-action rifle and a single-shot rifle (and one semi-automatic rifle, and even then it's a conversion for a bolt action rifle), while Self-Loading Rifles may be automatic or semi-automatic.&lt;br /&gt;
&lt;br /&gt;
Scout's Rifles in ''Battlefield 1'' get to use K bullets. This is short for SmK, &amp;quot;Spitzgeschoss mit Kern&amp;quot; (&amp;quot;pointed bullet with core&amp;quot;) and was a 7.92x57mm armor-piercing rifle round with a tool steel or tungsten carbide core, developed by Germany in response to the first British tanks and first deployed in in the Battle of Messines Ridge in early June 1917, by which time the Mark IV tank was in service with more armor than the K bullet was designed to penetrate. In the game they can be used by rifles chambered in other calibers, and are mainly to allow Scouts to harass vehicles. Switching to them from the primary weapon involves a special animation where the player character ejects a round and loads in a K bullet. They're functionally single-shot, as the player character loads in a single new K bullet after firing one (provided that they have any left). Switching from them back to the primary weapon will have the loaded K bullet ejected, and the player's magazine will have 1 less round loaded compared to before the switch. This does not happen in two cases: The M1903 Experimental (where the Pedersen Device is removed and reattached during the two animations) and the Carcano 1891 Carbine (where its en-bloc clip is removed when switching to the K bullets and a full en-bloc clip of ammo is loaded in when switching back)&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka_Rifle#Arisaka_Type_38|Arisaka Type 38]] rifle appears as a Scout-exclusive primary rifle in the ''Turning Tides'' DLC. At first it has only one variant available, the Infantry variant, subsequent with the May 2018 update a scoped variant was added. Reloading with 1 round remaining in the magazine will have the player character eject that round and load in a full stripper clip of ammo. (this mechanic is first introduced in ''In the Name of the Tsar'' for rifles and appeared on many rifles after that)&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|500px|Arisaka Type 38 rifle - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Bf1_aris38_1.jpg|thumb|none|600px|Holding the Arisaka rifle.]]&lt;br /&gt;
[[File:Bf1_aris38_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1_aris38_3.jpg|thumb|none|600px|Loading a single round.]]&lt;br /&gt;
[[File:Bf1_aris38_4.jpg|thumb|none|600px|Reloading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BF1 Arisaka (1).jpg|thumb|none|600px|Knocking out the empty clip by using the dust cover, whereas just about every other bolt-action rifle has the player character remove it by hand. Of note here is that the Imperial Japanese Army tended to remove the dust covers of their Arisakas in WWII to maintain stealth and surprise.]]&lt;br /&gt;
[[File:Bf1_aris38_5.jpg|thumb|none|600px|Holding the scoped Arisaka.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano 1891 Carbine==&lt;br /&gt;
Italian soldiers in the first trailer are seen with what appear to be ersatz [[Carcano Rifle Series|Carcano 1891 Cavalry Carbine]]s made out of the game's Mauser Gewehr 1898 rifle model. The model, while only witnessed briefly, is very incomplete. The Carcano ultimately does not appear in the release version of the game, but appears with the ''Turning Tides'' DLC for the Scout class. Although it has &amp;quot;Carbine&amp;quot; in the name, that title is purely reference to its real-world status as a carbine, not a BF1 weapon variant name; the rifle is actually a Trench variant, like the Winchester 1895 in .30-40 Krag. A scoped variant was added with the May 2018 update.&lt;br /&gt;
&lt;br /&gt;
Learning from the animation messes relating to the en-bloc clip of the Gewehr M.95, switching to the K bullet shows a special animation where the player character removes the clip and inserts a round directly into the chamber. Reloading with 1 round remaining in the magazine will have the player character eject that round and load in a full en-bloc clip.&lt;br /&gt;
[[Image:CarcanoM38CavCarbine.jpg|thumb|none|450px|Carcano M91/38 Cavalry Carbine with folded bayonet - 6.5x52mm]]&lt;br /&gt;
[[File:bf1 un 1.jpg|thumb|none|600px|Italian soldiers charging. Note that there are no folding bayonets.]]&lt;br /&gt;
[[File:bf1_carcarb_1.jpg|thumb|none|600px|Holding the Carcano M91 Carbine.]]&lt;br /&gt;
[[File:bf1_carcarb_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1_carcarb_3.jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[File:bf1_carcarb_4.jpg|thumb|none|600px|Inserting a new 6-round clip.]]&lt;br /&gt;
[[File:bf1_carcarb_5.jpg|thumb|none|601px|An Italian scout holding the Carcano with scope and white-finished stock.]]&lt;br /&gt;
&lt;br /&gt;
==Cei-Rigotti==&lt;br /&gt;
The [[Cei-Rigotti]], an obscure Italian select-fire rifle with a production run of around 260, is the first rifle available for the Medic class. It comes in three variants: &amp;quot;Factory&amp;quot;, &amp;quot;Trench&amp;quot;, and &amp;quot;Optical&amp;quot;, which are all converted into full auto. Though rates of fire of up to 900 RPM are claimed for the real-life weapon, the in-game gun runs at a much slower 299 RPM, in line with the low-end estimates for the real gun.&lt;br /&gt;
&lt;br /&gt;
The text CEI-RIGOTTI M1885 is engraved on the side of the weapon's receiver, which is odd - the real-life Cei-Rigotti has no recorded development date and is only known to have been first shown sometime around 1895.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Avanti Savoia&amp;quot; the player will be awarded &amp;quot;Fiamme Verdi&amp;quot;, a skin for the Cei-Rigotti that is usable in Multiplayer.&lt;br /&gt;
[[File:Cei-rigotti.jpg|thumb|none|500px|Cei-Rigotti - 6.5×52mm Mannlicher]]&lt;br /&gt;
[[File:Bf1-ceirigotti.jpg|thumb|none|600px|An Italian medic holds the Cei-Rigotti rifle.]]&lt;br /&gt;
[[File:Bf1-ceirigotti2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:Bf1-ceirigottimid.jpg|thumb|none|600px|Mid-reload. The soldier covers the receiver with his fingers.]]&lt;br /&gt;
[[File:BF1_Ceirigottireloa.jpg|thumb|none|600px|The soldier reloading the Cei-Rigotti with a stripper clip. In pre-release footage the Cei-Rigotti was shown reloading from a 6.5mm en-bloc Carcano clip which was used as if it was a stripper clip, but this has since been corrected.]]&lt;br /&gt;
[[File: BF1 Ceirigotti.jpg|thumb|none|600px|A German soldier holding a Cei-Rigotti with the experimental British Lee-Enfield dot sight that appears on other weapons.]]&lt;br /&gt;
[[File:Fiamme Verdi.jpg|thumb|none|600px|&amp;quot;Fiamme Verdi&amp;quot; skin granted for 100% completion of &amp;quot;Avanti Savoia&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] is available in the ''Apocalypse'' DLC for the Assault class as the &amp;quot;RSC SMG&amp;quot;, and was first known as the &amp;quot;CSRG SMG&amp;quot; in early CTE releases. Both names allude to the origin of the weapon: Chauchat, Sutter, Ribeyrolles, and the Gladiator plant. The SMG name and classification seemingly contradicts with its rifle caliber, but this is not strictly an error on the part of the designers, since the weapon was referred to at the time as a ''pistolet-mitrailleur'' which is the modern French term for a submachine gun. It holds 8+1 rounds in the magazine and comes in the &amp;quot;Factory&amp;quot; and &amp;quot;Optical&amp;quot; variants.&lt;br /&gt;
[[File:Chauchat-Ribeyrolles.jpg|thumb|none|450px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:Bf1-Chau-Rib1.jpg|thumb|none|600px|A French soldier outside ''Fort de Vaux'' holding his Chauchat-Ribeyrolles.]]&lt;br /&gt;
[[File:Bf1-Chau-Rib2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-Chau-Rib3.jpg|thumb|none|600px|Inserting a new Mannlicher–Berthier clip, which involves flipping open the two locks on its sides. The empty reload is a series of rapid back-and-forth wide swipes as the player character disengages both locks, replaces the clip, locks both locks and charges the weapon, which happens frequently due to the 8-round capacity.]]&lt;br /&gt;
[[File:BF1 RSC SMG (1).jpg|thumb|none|600px|Standing next to a Fiat armored car with the &amp;quot;Optical&amp;quot; RSC SMG.]]&lt;br /&gt;
[[File:BF1 RSC SMG (2).jpg|thumb|none|600px|Charging the Chauchat-Ribeyrolles.]]&lt;br /&gt;
[[File:BF1 RSC SMG (3).jpg|thumb|none|600px|The hapless American soldier jabs the wet follower into his hand while flailing the weapon around.]]&lt;br /&gt;
&lt;br /&gt;
==Farquhar-Hill Rifle==&lt;br /&gt;
The [[Farquhar-Hill Rifle]] appears in the ''Turning Tides'' DLC for the medic class. It comes with a 19+1 round magazine and in two variants: &amp;quot;Factory&amp;quot; and &amp;quot;Optical&amp;quot;.&lt;br /&gt;
[[File:FarquharHillRifle.jpg|thumb|none|500px|Farquhar-Hill Rifle - .303 British]]&lt;br /&gt;
[[File:Bf1_Farq_1.jpg|thumb|none|600px|A British medic holding the Farquhar-Hill on board the SS ''River Clyde''.]]&lt;br /&gt;
[[File:Bf1_Farq_2.jpg|thumb|none|600px|Aiming through the rifle's aperture sights, showing that this is the &amp;quot;Storm&amp;quot; variant.]]&lt;br /&gt;
[[File:Bf1_Farq_3.jpg|thumb|none|600px|A mid-magazine reload, which features the player character switching the magazine's feeding off before removing it; the Farquhar-Hill rifle's magazines lacked feed lips, and instead had a switch to enable or disable feeding. Were one to simply remove a non-empty magazine, without turning it off first, the remaining rounds would instead come flying out in a spectacular shower of failure.]]&lt;br /&gt;
[[File:Bf1_Farq_4.jpg|thumb|none|600px|During an empty reload, however, this is a bit of a moot point, and so the magazine is released normally. Following this, a new one is inserted and activated, and then the bolt is released by pulling the trigger, because people at the time thought that was safe.]]&lt;br /&gt;
[[File:Bf1_Farq_5.jpg|thumb|none|600px|Holding the &amp;quot;Optical&amp;quot; variant while looking at the wreck of the SMS ''Mainz''. The model of the ''Mainz'' seen here is actually the model of the HMS ''Vindictive'' on Zeebrugge with all of its protective pads stripped off.]]&lt;br /&gt;
[[File:BF1 Farquhar-Hill (1).jpg|thumb|none|600px|Inserting a drum magazine into the Optical Farquhar-Hill, careful to heed the advice of [https://youtu.be/oXpgJ4JydN4?t=142| Gun Jesus].]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] is available in the ''In the Name of the Tsar'' DLC for the Medic class. It has a faster rate of fire than the &amp;quot;M1907 SL Trench,&amp;quot; and a 25+1 round magazine, but is limited to medium range due to its recoil. It comes in two variants - &amp;quot;Trench&amp;quot; and &amp;quot;Optical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is shown being reloaded in a physically sort-of-possible but historically incorrect way, by swapping out the detachable magazine. While this was how the weapon was originally envisioned as being used, production costs and quality control problems meant that in real life each Fedorov Avtomat was only issued with a single magazine, which was reloaded with five 5-round Arisaka stripper clips inserted into the breech as if the magazine was fixed. Even if the gunner somehow acquired another magazine, they were fitted to individual guns and so there would be no guarantee it would actually be possible to use it. Oddly, the third person reload animation shows the historically accurate method of the player character reloading via stripper clip instead of the magazine, probably due to recycling animations from the other clip-fed rifles.&lt;br /&gt;
&lt;br /&gt;
The Avtomat in the game is a common misconception, because it represents a later M1919 variant (with modernized magazine from the later M1923). The real 6.5mmSR M1916 variant doesn’t have the barrel shroud and vertical grip. Moreover, in real life, the 7.62mmR M1913/1916 version with 40-round [[Madsen machine gun|Madsen]] magazine was much more common during WWI (only about 8 M1916s were delivered to the front, compared to the 45 M1913 and M1913/1916 guns).&lt;br /&gt;
&lt;br /&gt;
[[Image:Avtomat 1916.jpg|thumb|none|500px|Fedorov Avtomat M1919 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|500px|none|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:BF1_fedor_1.jpg|thumb|none|600px|Holding the Fedorov Avtomat.]]&lt;br /&gt;
[[File:BF1_fedor_2.jpg|thumb|none|600px|Aiming the Fedorov, note that sights are pointing a bit high. This was corrected in the January 2018 patch.]]&lt;br /&gt;
[[File:BF1_fedor_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1 Federov (1).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
[[File:BF1 Federov (2).jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; Fedorov with an alternate skin.]]&lt;br /&gt;
[[File:BF1 Federov (3).jpg|thumb|none|600px|Sliding in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Fedorov-Degtyaryov===&lt;br /&gt;
The water-cooled version of Fedorov-Degtyaryov (alternately spelled as Fedorov-Degtyarov and Fedorov-Degtyarev based on different Anglicization methods, the latter of which is its in-game name and technically the only one with consistent anglicization) was a bonus weapon variant available to players who pre-order ''Battlefield V''. The Fedorov-Degtyarev is a 1922 LMG development of the Fedorov Avtomat between Vladimir Fyodorov (anglicized as Fedorov, designer of the Fedorov Avtomat) and his apprentice Vasily Degtyaryov (who would later design the famous [[DP-28]] light machine gun).&lt;br /&gt;
[[File:Fedorov-Degtyarov.jpg|thumb|none|500px|Fedorov-Degtyaryov M1922 light machine gun, variant with water-cooled jacket - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:Fedorov-Degtyarev BF1.jpg|thumb|none|600px|Holding the Fedorov-Degtyarev.]]&lt;br /&gt;
[[File:Fedorov-Degtyarev ADS BF1.jpg|thumb|none|600px|Aiming down the sights on the giant barrel shroud.]]&lt;br /&gt;
[[File:Fedorov-Degtyarev Reload 1.jpg|thumb|none|600px|Reloading. Not that there is much to see on this version as most of it is held off screen thanks to the oversized water jacket.]]&lt;br /&gt;
[[File:Fedorov-Degtyarev Reload 2.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:BF1 FedDegAA.jpg|thumb|none|600px|An AA-sight equipped Fedorov-Degtyaryov.]]&lt;br /&gt;
&lt;br /&gt;
==General Liu Rifle==&lt;br /&gt;
The [[General Liu Rifle]] is available in the ''In the Name of the Tsar'' DLC for the Medic class. It has a 6-round magazine and at release operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
The real General Liu rifle can switch from semi-automatic mode to straight-pull bolt-action mode by rotating a cylinder located on the muzzle. This alternate fire mode saw testing in pre-release Community Test Environment servers, but was not included at the release of DLC due to either lack of time to finish it (there was no fire mode switching animation, though the straight-pull animation is already done) or problems with balance (as the bolt-action mode is a straight nerf, changing nothing about the weapon's damage or recoil properties and only slowing down the rate of fire). It returns again for the April 2018 round of CTE testing with a new fire mode switch animation in the works, which was complete by June 2018 CTE and added to the game in the same month. The new bolt-action mode gives the weapon a damage boost, making its damage model almost identical to the Gewehr 98.&lt;br /&gt;
&lt;br /&gt;
Two variants are available: Factory and Storm. Reloading with 1 round remaining in the magazine will have the player character eject that round and load in a full stripper clip.&lt;br /&gt;
[[File:GeneralLiuRifle.jpg|thumb|500px|none|General Liu Rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BF1_liu_1.jpg|thumb|none|600px|Holding the Liu Rifle.]]&lt;br /&gt;
[[File:BF1_liu_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_liu_3.jpg|thumb|none|600px|Reloading a 6-round stripper clip.]]&lt;br /&gt;
[[File:BF1_liu_4.jpg|thumb|none|600px|Switching to straight-pull bolt-action mode on the Storm variant. The direction the muzzle cap is twisted is correctly animated, with the top-side rotating towards the left of the gun when switching to bolt action, and to the right for semi-auto.]]&lt;br /&gt;
[[File:BF1_liu_5.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:BF1 GenLiu (1).jpg|thumb|none|600px|The General Liu &amp;quot;Storm&amp;quot; ingame. It is modeled with an unused metal vertical grip, though the positive effects of using a vertical grip are baked into the weapon properties.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle 1886==&lt;br /&gt;
The [[Lebel Mle 1886]] Rifle appears in the ''They Shall Not Pass'' DLC, having both &amp;quot;Sniper&amp;quot; and &amp;quot;Infantry&amp;quot; variants. The weapon holds 8 rounds - the capacity of the tube magazine, with the 2 extra rounds that could be held in the transporter and the chamber ignored. The weapon also has a very lengthy post-reload animation, as the player character loads all eight rounds into the tube magazine then operates the bolt twice to use the transporter. In addition, due to having a tube magazine, the player character does not cover the ejection port in a non-empty reload, and ejects a round at the start of the reload, which is placed back in during the post-reload animation. This round is not represented in gameplay; the ammo count doesn't reduce by 1 when this extra round is ejected, nor does it increase by 1 when it is loaded back in, only the rounds loaded in-between increment the ammo count. These post-reload animations can be skipped by quickswitching.&lt;br /&gt;
[[Image:Modele1886Lebel.jpg|thumb|500px|none|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:bf1 lebel 1.jpg|thumb|none|600px|A French scout holding the Lebel.]]&lt;br /&gt;
[[File:bf1 lebel_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 lebel 3.jpg|thumb|none|600px|Reloading: at full size it can be seen that the player character is holding the neck of the cartridge rather than loading a pistol round into the gun as it might first seem.]]&lt;br /&gt;
[[File:bf1 lebel 4.jpg|thumb|none|600px|The scoped variant ingame.]]&lt;br /&gt;
[[File:BF1 Lebel (1).jpg|thumb|none|600px|Cycling the Mle 1886.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk.III]] rifle is available for the Scout class and is the standard issue rifle for the British faction in the 'Back to Basics&amp;quot; game mode or games with the &amp;quot;Standard Issue Rifles&amp;quot; server setting. It comes in three variants: &amp;quot;Infantry&amp;quot;, &amp;quot;Carbine;&amp;quot;, and &amp;quot;Marksman.&amp;quot;&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:bf1 smle 1.jpg|thumb|none|600px|British soldiers in trenches with Lee-Enfield No.1 Mk.III rifles.]]&lt;br /&gt;
[[File:bf1 smle 2.jpg|thumb|none|600px|A British Scout holds the SMLE (before the May 2017 update).]]&lt;br /&gt;
[[File:bf1 smle 2_1.jpg|thumb|none|600px|Following the May 2017 Update, a gap was added between the striker and the bolt, meaning that the rifle is now correctly cocked and ready to fire. However, the reloading animation isn't updated, so the striker moves back in when pulling the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:bf1 smle 3.jpg|thumb|none|600px|Aiming the rifle. Note the magazine cutoff.]]&lt;br /&gt;
[[File:bf1 smle 4.jpg|thumb|none|600px|Reloading the weapon with a 5-round stripper clip.]]&lt;br /&gt;
[[File:BF1 SMLE (1).jpg|thumb|none|600px|The SMLE Marksman in the hands of a Royal Marine sniper on ''Heligoland Bight''.]]&lt;br /&gt;
[[File:BF1 SMLE (2).jpg|thumb|none|600px|Cycling the Lee-Enfield. Note the submarine &amp;quot;SM U-118&amp;quot; in the background which stranded on the beach of Hasting in 1919.]]&lt;br /&gt;
[[File:BF1 SMLE (3).jpg|thumb|none|600px|Covering the SMLE's receiver when pulling the bolt back during a non-empty reload.]]&lt;br /&gt;
[[File:BF1 SMLE (4).jpg|thumb|none|600px|Reloading an individual .303 round.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield Carbine===&lt;br /&gt;
The short version of the SMLE is equipped with the experimental dot sight. This carbine seems to be a cut-down version of the No.1 Mk.III.&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III*- .303 British.]]&lt;br /&gt;
[[File:BF1 Smle.jpg|thumb|none|600px|A soldier holds his Lee-Enfield Carbine, fitted with a bayonet and experimental dot-sight, here actually fitted to roughly the same type of weapon that it was meant to be attached to (although, granted, it was meant more for rifles than carbines).]]&lt;br /&gt;
[[File:BF1 Smlecar.jpg|thumb|none|600px|Aiming the SMLE Carbine.]]&lt;br /&gt;
[[File:bf1_smle_carbine.jpg|thumb|none|600px|An SMLE Carbine lying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle|Luger 1906]] toggle-action self-loading rifle is available for the Medic at rank 10, and is referred to as &amp;quot;Selbstlader 1906&amp;quot; (German for &amp;quot;Self-loader 1906&amp;quot;). The magazine contains 5 rounds and it has almost the same characteristics as the Mauser Selbstlader M1916 rifle. It was only available in the &amp;quot;Factory&amp;quot; variant prior to the Spring Patch on April 28 of 2017, which added a Sniper variant as an unlockable.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lugerselbst_0.jpg|thumb|none|600px|World model of the Luger rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_1.jpg|thumb|none|600px|A German medic holds the Luger rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:bf1 lugerselbst_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:bf1 lugerselbst_4.jpg|thumb|none|600px|The Sniper variant with &amp;quot;Empress&amp;quot; skin ingame.]]&lt;br /&gt;
[[File:BF1 M1906 (1).jpg|thumb|none|600px|Pulling the toggle mechanism open. Note how the character uses his thumb to keep the chambered round from ejecting.]]&lt;br /&gt;
[[File:BF1 M1906 (2).jpg|thumb|none|600px|Loading individual rounds into the sniper variant.]]&lt;br /&gt;
[[File:BF1 M1906 (3).jpg|thumb|none|600px|Releasing the toggle-action on an empty reload, which sends the stripper clip flying out not unlike the en-bloc clip of an [[M1 Garand]].]]&lt;br /&gt;
&lt;br /&gt;
==M1915 Howell Automatic Rifle==&lt;br /&gt;
The [[Howell Automatic Rifle]], a semi-automatic conversion of the [[SMLE]], is available in the ''Apocalypse'' DLC, and comes in both Factory and Sniper variants. It was originally named &amp;quot;BSA Howell&amp;quot; in the CTE, which likely stood for the Birmingham Small Arms Company, who manufactured the conversion according to some sources. Uniquely, the Factory variant is the only self-loading rifle in the entire game capable of using anti-aircraft sights.&lt;br /&gt;
[[File:Howell rifle.jpg|thumb|500px|none|Howell Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:BF1 Howell (1).jpg|thumb|none|600px|Tired of having to manually rechamber an ordinary SMLE, an Indian solder takes on the Somme with his shiny new Howell.]]&lt;br /&gt;
[[File:BF1 Howell (2).jpg|thumb|none|600px|Aiming with the offset iron sights.]]&lt;br /&gt;
[[File:BF1 Howell (3).jpg|thumb|none|600px|A shot of the action cycing.]]&lt;br /&gt;
[[File:BF1 Howell (4).jpg|thumb|none|600px|Reloading the Howell's twenty-round magazine.]]&lt;br /&gt;
[[File:BF1 Howell (5).jpg|thumb|none|600px|Charging the bolt on an empty reload.]]&lt;br /&gt;
[[File:Battlefield Howell Automatic Rifle.jpg|thumb|601px|none|The Sniper variant of the Howell in first-person, with &amp;quot;The Sacred Twenty&amp;quot; skin.]]&lt;br /&gt;
[[File:BF1 Howell (6).jpg|thumb|none|600px|Vaulting over a rock with the scoped Howell, which gives a good view of the gas tube.]]&lt;br /&gt;
&lt;br /&gt;
==M1917 Enfield==&lt;br /&gt;
The [[M1917 Enfield]] is added in the final ''Apocalypse'' DLC. Statistically, it is a straight upgrade to the Springfield M1903, as it shares its damage, velocity, and drag with the Springfield M1903 due to their shared .30-06 cartridge, but has a higher rate of fire and an extra round in the magazine. A suppressed Enfield with a scope was added with the May 2018 update. It uses 5-round stripper clips but has a 6-round magazine, requiring 1 stripper clip plus 1 extra single round reload to reload from empty.&lt;br /&gt;
&lt;br /&gt;
[[Image:m1917enfield.jpg|thumb|none|500px|M1917 Enfield - .30-06 Springfield]]&lt;br /&gt;
[[File:BF1 M1917 Enfield (1).jpg|thumb|none|600px|The long-awaited M1917 Enfield in-game.]]&lt;br /&gt;
[[File:BF1 M1917 Enfield (2).jpg|thumb|none|600px|Aiming down the distinct aperture sights.]]&lt;br /&gt;
[[File:BF1 M1917 Enfield (3).jpg|thumb|none|600px|Grabbing the bolt handle, note the striker is correctly depressed after the trigger is pulled.]]&lt;br /&gt;
[[File:BF1 M1917 Enfield (4).jpg|thumb|none|600px|Reloading the 5-round stripper clip.]]&lt;br /&gt;
[[File:BF1 M1917 Enfield (5).jpg|thumb|none|600px|Topping the M1917 off with a single round.]]&lt;br /&gt;
[[File:BF1 M1917 Enfieldscoped.jpg|thumb|none|601px|The the suppressed Enfield in-game with a white skin, appropriate for this wintry instance.]]&lt;br /&gt;
&lt;br /&gt;
==Martini-Henry==&lt;br /&gt;
The [[Martini-Henry]] is available for the Scout class in the game. It boasts itself as the highest damaging sniper rifle but only holds a single round. Additionally, it has the longest &amp;quot;sweet spot&amp;quot; of any sniper rifle; this is the range in which the weapon will be able to score 1-shot kills to an enemy's torso. The Martini-Henry was originally the standard rifle for the Ottoman Empire in the &amp;quot;Back to Basics&amp;quot;  custom game mode and games with the &amp;quot;Standard Issue Rifles&amp;quot; server setting, before being changed to the Gewehr 98 (historically, Martini-Henry rifles were used in some quantity by the Ottoman Empire). The weapon only had an Infantry variant until the Spring Patch on April 28, 2017, which added a Sniper variant.&lt;br /&gt;
[[Image:Martini-HenryMarkI(1871-1876).jpg|thumb|none|500px|Martini-Henry Mk. I (1871-1876) - .577-.450 caliber]]&lt;br /&gt;
[[File:bf1 martini1.jpg|thumb|none|600px|A sniper holds the rifle.]]&lt;br /&gt;
[[File:bf1 martini2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:bf1 martini3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:bf1 martini4.jpg|thumb|none|600px|The Sniper variant ingame.]]&lt;br /&gt;
[[File:bf1 martini5.jpg|thumb|none|600px|Using the bipod, which shows a good view of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser 1918 T-Gewehr==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] is exclusive to the Tank Hunter battle pickup class in-game, and is capable of dealing terrifying amounts of damage to vehicles and infantry alike, at the cost of a 1-shot capacity, a slow reload, and the rather understandable inability to use the weapon without the bipod deployed. The Mark V tank can also be equipped with two T-Gewehrs; this is actually historically correct, as some German &amp;quot;''Beute-Tanks''&amp;quot; like the Mark IV were reequipped with this rifle.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|500px|Mauser 1918 T-Gewehr Anti-Tank Rifle - 13.2mm TuF]]&lt;br /&gt;
[[File:bf1 t1918 1.jpg|thumb|none|600px|A soldier charging with a Mauser 1918 T-Gewehr in a promotional artwork.]]&lt;br /&gt;
[[File:bf1 t1918 11.jpg|thumb|none|600px|A T-Gewehr in a weapon box.]]&lt;br /&gt;
[[File:bf1 t1918 2.jpg|thumb|none|600px|The T-Gewehr, with its bipod deployed on a wall.]]&lt;br /&gt;
[[File:bf1 t1918 3.jpg|thumb|none|600px|Aiming the T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 4.jpg|thumb|none|600px|Loading in a 13.2mm cartridge.]]&lt;br /&gt;
[[File:bf1 t1918 5.jpg|thumb|none|600px|View from a Mark V tank's bow-mounted T-Gewehr.]]&lt;br /&gt;
[[File:bf1 t1918 6.jpg|thumb|none|600px|The Mark V's rear-mounted T-Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is available for the Scout class. In &amp;quot;The Runner&amp;quot; campaign Ottoman soldiers use this rifle instead of accurate [[Mauser Rifle Series#1893 Spanish Mauser|1893]] and [[Mauser_Rifle_Series#1903_Turkish_Mauser|1903 Mauser]] rifles. The ''Gewehr 98'' was delivered to the Ottomans only towards the end of the war, so the appearance of them in the &amp;quot;Nothing is Written&amp;quot; missions is correct. It comes in the &amp;quot;Infantry&amp;quot;, &amp;quot;Marksman&amp;quot;, and &amp;quot;Sniper&amp;quot; variants. It is also the standard issue rifle for the German Empire in &amp;quot;Back to Basics&amp;quot; mode and servers with &amp;quot;Standard Issue Rifles&amp;quot; on, and had replaced the Martini-Henry as the standard issue rifle for the Ottoman Empire.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 g98 1.jpg|thumb|none|600px|A Scout holds the Gewehr 1898. Note the position of the striker; this is a pre-May 2017 Update screenshot.]]&lt;br /&gt;
[[File:bf1 g98 2.jpg|thumb|none|600px|Aiming the ''Lange Visier''.]]&lt;br /&gt;
[[File:bf1 g98 3.jpg|thumb|none|600px|Reloading a 5-round stripper clip.]]&lt;br /&gt;
[[File:Bf1-1989.jpg|thumb|none|601px|A Gewehr 1898 &amp;quot;Sniper&amp;quot; variant with a scope and a bipod.]]&lt;br /&gt;
[[Image:BF1-Gewehr1898.jpg|thumb|none|601px|The Gewehr 1898 &amp;quot;Marksman&amp;quot; variant fitted with a Warner &amp;amp; Swasey Model 1913 Prismatic Musket Scope, a 5.2x magnifier developed for the Springfield M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] appears as a primary weapon for the Medic class. It holds 25+1 rounds in the magazine and comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Optical&amp;quot;, and &amp;quot;Marksman&amp;quot; variants.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1.jpg|thumb|none|600px|A German Soldier holding a Selbstlader with a bayonet.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_1.jpg|thumb|none|600px|Aiming the Selbstlader. In this instance, the rifle is fitted with a &amp;quot;Buckhorn&amp;quot; rear sight.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_3.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_4.jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; variant experimental dot sight.]]&lt;br /&gt;
[[Image:Mauserselbstlater1916bf1_5.jpg|thumb|none|600px|The &amp;quot;Marksman&amp;quot; variant.]]&lt;br /&gt;
[[File:BF1 M1916 (1).jpg|thumb|none|600px|The default iron sights of the Selbstlader M1916.]]&lt;br /&gt;
[[File:BF1 M1916 (2).jpg|thumb|none|600px|Throwing out a used magazine. Note the trigger guard being released - this is how the real weapon's magazine release worked; a small lever in the trigger guard drops the trigger guard and releases the magazine catch in front of it.]]&lt;br /&gt;
[[File:BF1 M1916 (3).jpg|thumb|none|600px|Rocking in a new one. The mid-reload is performed with the left hand, while the empty one is done completely with the right.]]&lt;br /&gt;
[[File:BF1 M1916 (4).jpg|thumb|none|600px|Locking the bolt back on an Optical M1916. The empty reload has the soldier remove the spent mag, lock the bolt open, then inserts a new one which simultaneously drops the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Mondragón Modelo 1908==&lt;br /&gt;
The [[Mondragón Rifle|Mondragón Modelo 1908]] is available for the Medic class. It is only self-loading rifle to not have a &amp;quot;Factory&amp;quot; variant, instead it has the &amp;quot;Storm,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Sniper.&amp;quot; In the E3 2016 Trailer, a German soldier is seen with the ''Flieger-Selbstlade-Karabiner Modell 15'' equipped with a 30-round drum magazine. In the final game, only the default 10-round magazine is available for players, but the 30-round drum can still be seen in the cutscene (from the War Story &amp;quot;Through Mud and Blood&amp;quot;) that the E3 trailer showed, and can also be found on weapon racks (which feature a few different German rifles) in the campaign, however the racks, and rifles on them, are non-interactable props. While the real gun can be switched to bolt action, it, like the later-added General Liu rifle, operates in semi-automatic mode only in-game.&lt;br /&gt;
[[File:Mondragón rifle.jpg|thumb|none|500px|Mondragón Modelo 1908 semi-automatic rifle - 7x57mm Spanish Mauser]]&lt;br /&gt;
[[File:bf1-mondragon1.jpg|thumb|none|600px|A German soldier with the Mondragón rifle.]]&lt;br /&gt;
[[File:bf1-mondragon.jpg|thumb|none|600px|Aiming the Mondragón.]]&lt;br /&gt;
[[File:bf1-mondragon2.jpg|thumb|none|600px|Reloading a 5 round stripper clip.]]&lt;br /&gt;
[[File:BF1_Mondragon1.jpg|thumb|none|600px|A soldier holding a Mondragón with a scope.]]&lt;br /&gt;
[[File:BF1 Mondragon (1).jpg|thumb|none|600px|Pulling the bolt back on the Modelo 1908.]]&lt;br /&gt;
[[File:BF1 Mondragon (2).jpg|thumb|none|600px|Reloading via loose rounds, note that even the 7x57mm round is camoflauged.]]&lt;br /&gt;
[[File:BF1 Mondragon (3).jpg|thumb|none|600px|Shoving the bolt home.]]&lt;br /&gt;
[[Image:Mondragon with drum mag.jpg|thumb|none|500px|Mondragón ''Fl.-S.-K. 15'' with 30-round drum magazine - 7x57mm Spanish Mauser]]&lt;br /&gt;
[[File:BF1 Mondragon Extended Mag.jpg|thumb|none|600px|A German soldier banging on a tank with a Mondragón equipped with the drum magazine. This model is more of a fusion of the TM 08 snail drum with the Mondragón rather than the actual model.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M1891==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M1891]] is available in the ''In the Name of the Tsar'' DLC for the Scout class. Like other weapons in the &amp;quot;Tsar&amp;quot; DLC, it has differing reloads depending on how much ammo remains (more variation than existing weapons). For example, if only one round remains, the character will let it eject into their hand and then put it in a pocket (rather than keep it in the rifle as current bolt actions do), then load a full five-round stripper clip. If three rounds remain, the character will keep the ejecting round in the gun and simply load two by hand, although not with two looped animations as is standard, but rather will hold both in their hand at once and put them in after each other. It comes with two variants - &amp;quot;Infantry&amp;quot; and &amp;quot;Marksman&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While loading the stripper clip, the player character lifts the top round on the clip upwards before pressing down. This is a trick to prevent the clip from misaligning with the gun while loading.&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|500px|Mosin-Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:bf1-mosin_1.jpg|thumb|none|600px|The M1891 in the hands of a member of the Russian Women's Battalion (i.e. Russian Army/White Army Scout).]]&lt;br /&gt;
[[File:bf1_mosin_2.jpg|thumb|none|600px|Iron sights of the Mosin M91.]]&lt;br /&gt;
[[File:bf1-mosin_3.jpg|thumb|none|600px|Reloading with the help of a stripper clip. The rifle inaccurately mounts a sword bayonet rather than a correct [[:File:M1891 MN rifle bayonet.jpg|spike bayonet]]. The bayonet was corrected to a spike-styled one with the Weapon Crate patch.]]&lt;br /&gt;
[[File:BF1 Mosin (5).jpg|thumb|none|600px|A screenshot of the clip being launched skyward after all rounds are loaded.]]&lt;br /&gt;
[[File:BF1 Mosin (1).jpg|thumb|none|600px|Operating the bolt of the Mosin-Nagant, this time as a Russian revolutionary.]]&lt;br /&gt;
[[File:BF1 Mosin (2).jpg|thumb|none|600px|Catching a 7.62 round ejected from the Mosin.]]&lt;br /&gt;
[[File:BF1 Mosin (3).jpg|thumb|none|600px|Note how the character manages to hold the rifle one handed, by pressing the stock into his shoulder while clutching the bolt handle.]]&lt;br /&gt;
[[File:BF1 Mosin (4).jpg|thumb|none|600px|A fancy Mosin-Nagant with the Warner &amp;amp; Swasey scope.]]&lt;br /&gt;
[[File:BF1 Mosin (6).jpg|thumb|none|600px|Running with the Mosin, which shows off the post-Weapon Crate spike bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin-Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
A sawed-off [[Mosin Nagant Rifle|Mosin-Nagant M1891]] &amp;quot;Obrez&amp;quot; is also included in the ''In The Name Of The Tsar'' DLC, as an all-class sidearm. The entire stock of the weapon is removed and replaced by an improvised wooden pistol grip, leaving all the internal assemblies exposed. Like its rifle brother, it also has a different reload animation for all possible amounts of remaining ammo, including the ejecting the last round to use a stripper clip technique. In addition, it has two different bolt pull animations.&lt;br /&gt;
[[File:Mosin Obrez With Pistol Grip 2.jpg|thumb|none|400px|Mosin-Nagant M91/30 &amp;quot;Obrez&amp;quot; with pistol grip - 7.62x54mmR.]]&lt;br /&gt;
[[File:bf1-mosinobrez_1.jpg|thumb|none|600px|A soldier looks out over the vast expanse of snow and ice, holding their &amp;quot;Obrez&amp;quot;. Like other in-game handguns, it is held 1-handed; correct for the time period, if somewhat inadvisable for a pseudo-pistol in 7.62x54mmR.]]&lt;br /&gt;
[[File:bf1-mosinobrez_2.jpg|thumb|none|600px|Aiming the Obrez. Seeing as both the front and rear sights have gone the way of most of the barrel (and most of the White Army), what seems to be a shotgun bead sight has been attached for aiming instead. Well, to be fair, a sawn-off Mosin-Nagant isn't exactly what you'd call a &amp;quot;precision&amp;quot; weapon.]]&lt;br /&gt;
[[File:bf1-mosinobrez_3.jpg|thumb|none|600px|Having emptied their fireball-maker, the soldier loads in a full stripper clip.]]&lt;br /&gt;
[[File:BF1 Obrez (1).jpg|thumb|none|600px|A Red Russian cycles his skeletonized Obrez with his left hand. The other bolt pull animation has the Obrez being raised vertically and the bolt pulled downwards.]]&lt;br /&gt;
[[File:BF1 Obrez (2).jpg|thumb|none|600px|Reloading a few loose rounds.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin-Nagant M38 Carbine===&lt;br /&gt;
The [[Mosin Nagant M38 Carbine]] is a bonus interwar-era weapon variant for pre-ordering ''Battlefield V''. It can equip a bayonet, unlike the real M38 carbine.&lt;br /&gt;
[[Image:M38Carbine.jpg|thumb|none|400px|Mosin Nagant M38 Carbine - 7.62x54mm R.]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine BF1.jpg|thumb|none|600px|Battlefield 1 presents its next-gen raindrop graphics. Oh and also the Mosin-Nagant M38 Carbine.]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine ADS BF1.jpg|thumb|none|600px|ADS. Note the round hood of the front sight.]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Single Reload.jpg|thumb|none|600px|The single round reload.]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Stripper Clip Reload.jpg|thumb|none|600px|Reloading a stripper clip.]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine K Bullets.jpg|thumb|none|600px|A 7.62x54mmR round flies out of the weapon as the soldier prepares to catch it and load in a K Bullet.]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
The [[Pieper Revolving Carbine]] is an available primary weapon for the Pilot and Tank driver classes.&lt;br /&gt;
[[File:Pieper Revolving Rifle.JPG|thumb|none|500px|Pieper Revolving Rifle - 8mm Pieper]]&lt;br /&gt;
[[File:BF1 Pieper Idle.jpg|thumb|none|600px|The Pieper in rainy weather.]]&lt;br /&gt;
[[File:BF1 Pieper ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF1 Pieper reload.jpg|thumb|none|600px|Ejecting rounds from the carbine.]]&lt;br /&gt;
[[File:BF1 Pieper (1).jpg|thumb|none|600px|Operating the cylinder latch.]]&lt;br /&gt;
[[File:BF1 Pieper (2).jpg|thumb|none|600px|Loading nine rounds with the aid of a large speedloader.]]&lt;br /&gt;
[[File:BF1 Pieper (3).jpg|thumb|none|600px|Preparing to close the loaded cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The [[Remington Model 8]] appears as the &amp;quot;Autoloading 8&amp;quot;. It has three variants, &amp;quot;.35 Factory&amp;quot;, &amp;quot;.35 Marksman&amp;quot;, and &amp;quot;.25 Extended&amp;quot;. The two calibers, .35 Remington and .25 Remington respectively, translate to different damage models.&lt;br /&gt;
&lt;br /&gt;
The third variant, &amp;quot;.25 Extended&amp;quot;, is an anachronistic 15-round detachable magazine variant with a wooden foregrip. These models were first made in the 1930s as conversions of existing Model 8s and Model 81s (an updated version made in 1930s) by the Peace Officer Equipment Company, and in 1940s a line of &amp;quot;Special Police&amp;quot; Model 81s was made by Remington themselves after conversations between Remington and POE. Its .25 Remington caliber is not made for the Model 81s, and it is not known that POE did any conversions for existing .25 Remington Model 8s, focusing on converting .30 and .35 Remington Model 8s due to their stronger power.&lt;br /&gt;
&lt;br /&gt;
The weapon can use a bayonet in-game, which, although technically possible due to being mounted to the barrel shroud (which does not reciprocate), looks to be barely more than soldered on; it's unlikely it would withstand the strain of actual use.&lt;br /&gt;
&lt;br /&gt;
An easter-egg exists for the &amp;quot;.25 Extended&amp;quot;, where the weapon is reloaded in a similar &amp;quot;tacticool&amp;quot; fashion to the ''[[Battlefield 4#AN-94|Battlefield 4]]'' [[AN-94]].&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:Bf1 auto5.jpg|thumb|none|600px|The Remington Model 8 in-game.]]&lt;br /&gt;
[[File:Bf1 re8_2.jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:Bf1 re8_3.jpg|thumb|none|600px|Stripping a 5-round clip of .35 Remington into the rifle.]]&lt;br /&gt;
[[File:BF1Model8chambering.jpg|thumb|none|600px|Releasing the bolt on the &amp;quot;Marksman&amp;quot; Model 8.]]&lt;br /&gt;
[[File:Public Enemy Remington.jpg|thumb|none|500px|Remington Model 8 with 15-round detachable magazine and foregrip]]&lt;br /&gt;
[[File:BF1Model8reload.jpg|thumb|none|600px|Removing the magazine on the .25 Remington version.]]&lt;br /&gt;
[[File:BF1Model8reload2.jpg|thumb|none|600px|Inserting a new one, &amp;quot;tacticool&amp;quot;-style from the easter-egg animation.]]&lt;br /&gt;
[[File:BF1Model8chambering2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[Lebel_1886#R.S.C._Mle_1917|R.S.C. Mle 1917]] semi-automatic Rifle appears in the ''They Shall Not Pass'' DLC. It is one of the slowest-firing Medic rifles, but also has the highest damage model of any of the Medic's rifles, being capable of killing in 2 body shots out to a decent range.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BF1_rsc_1.jpg|thumb|none|600px|Holding the R.S.C..]]&lt;br /&gt;
[[File:BF1_rsc_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rsc_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rsc_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BF1_rsc_5.jpg|thumb|none|600px|Holding the &amp;quot;Optical&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] is available in the ''They Shall Not Pass'' DLC. Even though technically a rifle, it is classified with the SMGs in game (despite that as mentioned in that section, the term &amp;quot;submachine gun&amp;quot; didn't actually exist until 1921). By default, the weapon comes with a bipod, and is the best Assault-class automatic weapon at range, at the cost of having the MP18's low rate of fire mixed with the Beretta M1918's low capacity of 25 rounds. An optical variant was added in May 2018.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BF1_rib1918_1.jpg|thumb|none|600px|Holding the Ribeyrolles.]]&lt;br /&gt;
[[File:BF1_rib1918_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1_rib1918_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF1_rib1918_4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BF1 Ribeyrolles (1).jpg|thumb|none|600px|A vanilla Optical Ribeyrolles 1918.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
The [[Ross Rifle|Ross Mk III]] is included with the ''Apocalypse'' DLC. It only appears as a &amp;quot;Marksman&amp;quot; variant, equipped with the M1913 scope, which was actually used on some Ross rifles in reality. The &amp;quot;Infantry&amp;quot; variant was brought in with the May 2018 Update. Being straight-pull in real life, it uses straight-pull bolt action game properties (no need to scope out to operate the bolt) in-game, and reloading with 1 round remaining in the magazine will have the player character eject that round and load in a full clip.&lt;br /&gt;
&lt;br /&gt;
Weapon malfunction is thankfully not simulated in ''Battlefield 1'', meaning that the player won't have to worry about the problems that plague the real Ross rifle.&lt;br /&gt;
[[File:Ross mk-iii sniper.jpg|thumb|none|500px|Ross Mk III Model 1910 sniper rifle with Warner &amp;amp; Swasey M1913 Prismatic Musket Sight - .303 British]]&lt;br /&gt;
[[File:BF1_ross1.jpg|thumb|none|600px|Holding the Ross rifle.]]&lt;br /&gt;
[[File:BF1_ross2.jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BF1_ross3.jpg|thumb|none|600px|After the clip has been inserted the scout works the bolt handle.]]&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BF1_rossinf1.jpg|thumb|none|600px|Holding the &amp;quot;Infantry&amp;quot; Ross.]]&lt;br /&gt;
[[File:BF2_rossinf1.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF1 Ross (1).jpg|thumb|none|600px|Cycling the Ross rifle after successfully firing it without the bolt flying back into the shooter's face.]]&lt;br /&gt;
[[File:BF1 Ross (2).jpg|thumb|none|600px|Covering the loading port on a partial reload.]]&lt;br /&gt;
[[File:BF1 Ross (3).jpg|thumb|none|600px|Reloading individual rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903 Mk 1==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] is one of the available rifles for the scout class. The M1903 is the only bolt action rifle to not feature an &amp;quot;Infantry&amp;quot; variant in game, only having a &amp;quot;Sniper,&amp;quot; &amp;quot;Marksman,&amp;quot; and &amp;quot;Experimental&amp;quot; variants, with the latter being fitted with the Pedersen Device. The &amp;quot;Infantry&amp;quot; version of the weapon appears in the single-player campaign intro, and is available to the American faction in the &amp;quot;Back to Basics&amp;quot; gamemode (added December 16th, 2016) and the &amp;quot;Standard Issue Rifles&amp;quot; server setting.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|500px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:BF1 M1903 Idle.jpg|thumb|none|600px|Idle. Note the palm rest.]]&lt;br /&gt;
[[File:BF1 M1903 scope.jpg|thumb|none|600px|Aiming down the Warner &amp;amp; Swasey Scope, which was issued to several Springfield M1903s during WWI]]&lt;br /&gt;
[[File:BF1 M1903 empty reload.jpg|thumb|none|600px|Empty reload]]&lt;br /&gt;
[[File:BF1 M1903 mid-reload.jpg|thumb|none|600px|Mid-reload. As with all bolt action rifles, the user blocks the ejecting round with his four fingers stretched over the chamber before loading rounds individually]]&lt;br /&gt;
[[File:BF1M1903ads.jpg|thumb|none|600px|Iron sights of the Springfield.]]&lt;br /&gt;
[[File:BF1M1903Kbullet.jpg|thumb|none|600px|Reloading a K-Bullet.]]&lt;br /&gt;
[[File:BF1 M1903 infantry (1).jpg|thumb|none|600px|Opening the bolt on the Infantry Springfield in the &amp;quot;Back to Basics&amp;quot; gamemode.]]&lt;br /&gt;
[[File:BF1 M1903 infantry (2).jpg|thumb|none|600px|Loading a single round in.]]&lt;br /&gt;
[[File:BF1 M1903 infantry (3).jpg|thumb|none|600px|Knocking out the stripper clip from an empty reload.]]&lt;br /&gt;
[[File:BF1 M1903 (1).jpg|thumb|none|600px|Working the bolt on the M1903.]]&lt;br /&gt;
[[File:BF1 M1903 (2).jpg|thumb|none|600px|Reloading loose rounds, from the alternate animations used by the &amp;quot;Experimental&amp;quot; version.]]&lt;br /&gt;
[[File:BF1 M1903 (3).jpg|thumb|none|600px|Loading five rounds by a clip.]]&lt;br /&gt;
[[File:BF1 M1903 (4).jpg|thumb|none|600px|Sending it out by driving the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
===Pedersen Device===&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903 Mk 1]] fitted with the Pedersen Device is available in the game as a variant of the regular M1903 (M1903 Experimental). This device makes the weapon function as a semi-automatic rifle firing the experimental .30 Auto-Pistol round, which can be considered a mix between the .32 ACP and the WW2-era .30 Carbine. Production began in 1917 and it was officially adopted as ''US Automatic Pistol, Caliber .30, Model of 1918.'' However, the war ended before it saw combat usage; it would have been in use during the 1919 Spring Offensive. &lt;br /&gt;
&lt;br /&gt;
If the player switches to K Bullets while having this variant active, a unique animation plays when switching, where the soldier removes the Pedersen device and replaces it with the original bolt of the 1903, turning the semi-automatic rifle into its original .30-06 bolt-action form (and vice versa). It's worth noting that when using the original bolt with K-Bullets, the rifle is actually the no attachments setup that is otherwise unavailable in multiplayer, just without the ability to use standard rounds in a five-round magazine.&lt;br /&gt;
&lt;br /&gt;
Due to player demand for the Infantry variant in multiplayer, one round of CTE testing in early 2018 added a new “fire mode” to the M1903 Experimental, which would remove the Pedersen device in the same way as the K Bullets and return the weapon to bolt-action, using normal .30-06 rifle rounds, essentially turning it into the M1903 Infantry. In this mode, the rifle cannot be zeroed. This was added to game proper in July 2018.&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|500px|none|M1903 Mk 1 Springfield fitted with the Pedersen Device - .30-18 Auto (also known as the 7.65×20mm Longue)]]&lt;br /&gt;
[[File:BF1 Pederson.jpg|thumb|none|600px|A Pedersen Device-fitted '03 Springfield rifle in the hands of an German soldier.]]&lt;br /&gt;
[[File:BF1 Pederson2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF1Pedersenreload.jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:BF1Pedersonreload2.jpg|thumb|none|600px|Clicking in a new one.]]&lt;br /&gt;
[[File:BF1 Pederson3.jpg|thumb|none|600px|Preparing to charge the upper receiver.]]&lt;br /&gt;
[[File:BF1Pedersenremove.jpg|thumb|none|600px|Removing the Pedersen Device.]]&lt;br /&gt;
[[File:BF1Pedersen rechamber.jpg|thumb|none|600px|Rechambering the Pedersen after reinstalling it on the M1903.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] appears as the &amp;quot;Gewehr M.95&amp;quot;, a primary weapon for the Scout class. In pre-release versions of the game, the M1895 could be incorrectly reloaded with individual rounds, however, in the final release, the en-bloc clip is ejected when reloading mid-magazine (there are always five unfired rounds modeled in the clip, though).&lt;br /&gt;
&lt;br /&gt;
Being a straight-pull bolt action, it has the properties of the straight-pull bolt attachment seen in previous BF games, where the player can operate the action without having to leave sights first (the Carbine and Infantry variants actually also have this property, just with a lot more shaking when operating their action). It comes in the &amp;quot;Infantry,&amp;quot; &amp;quot;Carbine,&amp;quot; and &amp;quot;Marksman&amp;quot; variants, with the iron-sight version given to the Austro-Hungarian empire in the &amp;quot;Back to Basics&amp;quot; gamemode and games with &amp;quot;Standard Issue Rifles&amp;quot; enabled.&lt;br /&gt;
[[Image:Mannlicher-M1895-8x50.jpg|thumb|none|500px|Steyr Mannlicher M1895 - 8x50mmR Mannlicher]]&lt;br /&gt;
[[Image:Steyrm95bf1.jpg|thumb|none|600px|German soldier holding a Steyr Mannlicher M1895. This is a pre-May 2017 update screenshot, before which the striker was not animated for the firing animations, and always stayed in the inner position.]]&lt;br /&gt;
[[Image:Steyrm95bf1_2.jpg|thumb|none|600px|Aiming the Steyr Mannlicher.]]&lt;br /&gt;
[[Image:Steyrm95bf1_3.jpg|thumb|none|600px|Reloading the rifle.]] &lt;br /&gt;
[[Image:Steyrm95bf1_4.jpg|thumb|none|600px|The Steyr M1895 with a Model 1913 Prismatic Musket Scope.]]&lt;br /&gt;
[[Image:Steyrm95bf1_5.jpg|thumb|none|600px|Inserting a single 8x50mmR K-Bullet.]] &lt;br /&gt;
[[File:BF1 M.95 (1).jpg|thumb|none|600px|Cycling the M.95 rifle, though an ejecting cartridge is conspicuously absent.]]&lt;br /&gt;
&lt;br /&gt;
===Stutzen Carbine===&lt;br /&gt;
The short version of the [[Steyr Mannlicher M1895]] is also available, equipped with a magnifying sight. It was actually called Repertier-Stutzen M1895.&lt;br /&gt;
[[File:SteyrM95Stutzen.jpg‎|thumb|none|500px|Steyr Repertier-Stutzen M1895 - 8x50mmR Mannlicher]]&lt;br /&gt;
[[File:BF1 M95 Idle.jpg|thumb|none|600px|Idle. Note the experimental magnifying sight, which was used on some Lee-Enfield rifles during WWI.]]&lt;br /&gt;
[[File:BF1 M95 ADS.jpg|thumb|none|600px|Aiming down the magnifying sight on the Stutzen M1895.]]&lt;br /&gt;
[[File:BF1 M95 mid reload.jpg|thumb|none|600px|Ejecting a clip, mid-magazine. Note the en-bloc clip when ejected still has five rounds even if the magazine is partially loaded. This is, however, a major improvement over earlier builds of the game, where the player was able to reload the gun with single rounds when partly loaded, which is mechanically impossible for this rifle (however, this still happens when using the K bullet with this rifle).]]&lt;br /&gt;
[[File:BF1 M95 empty reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
The Swiss-Italian [[Vetterli Rifle|Vetterli-Vitali M1870/87]] is available in the ''In the Name of the Tsar'' DLC for the Scout class. Due to its 10.35x47mm round and 4 round magazine, it can be defined as an advanced alternative to the Martini-Henry rifle, with similar muzzle velocities. When reloading with 1 round remaining in the magazine, the player character will eject that round and load in a full clip. This mechanic (a simplified version of the Mosin-Nagant's five-different-reload-animations dynamic reload) would reappear on future BF1 DLC rifles.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|500px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:bf1-vett_1.jpg|thumb|none|600px|Holding the Vetterli-Vitali M1870/87.]]&lt;br /&gt;
[[File:bf1-vett_2.jpg|thumb|none|600px|Iron sights of the M1870/87.]]&lt;br /&gt;
[[File:bf1-vett_4.jpg|thumb|none|600px|Reloading a 4-round clip.]]&lt;br /&gt;
&lt;br /&gt;
===Vetterli M1870 Carbine===&lt;br /&gt;
A Vetterli Carbine is also available with the experimental dot sight. Like the Lee Enfield Carbine, it's a mix of the M1870 Carbine with the magazine box from the M1870/87.&lt;br /&gt;
[[File:Vetterli_m70c.jpg|thumb|none|500px|Vetterli M1870 Cavalry Carbine - 10.35x47mm R]]&lt;br /&gt;
[[File:BF1 Vitterli carbine (1).jpg|thumb|none|600px|The Vetterli M1870 carbine in the hands of an Italian soldier.]]&lt;br /&gt;
[[File:BF1 Vitterli carbine (2).jpg|thumb|none|600px|Cycling the carbine.]]&lt;br /&gt;
[[File:BF1 Vitterli carbine (3).jpg|thumb|none|600px|Reloading a single round.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
The [[Winchester Model 1895]] appears as the &amp;quot;Russian 1895&amp;quot;  and a primary weapon for the Scout class in multiplayer. Three variants are available to the Scout class, the &amp;quot;Infantry” and &amp;quot;Sniper&amp;quot; variants chambered in 7.62x54mmR, and the &amp;quot;Trench&amp;quot; variant being a shortened model chambered in .30-40 Krag. If the player spawns in as the Calvary class, they are given a fourth &amp;quot;Calvary&amp;quot; variant of the weapon, which is similar to the &amp;quot;Trench&amp;quot; (same caliber) but has a few more small stat differences.&lt;br /&gt;
&lt;br /&gt;
An animation error on the Sniper variant makes the hammer return to the down position for a quick moment after scoping out after a shot.&lt;br /&gt;
&lt;br /&gt;
For 100% completion of the campaign &amp;quot;Nothing is Written&amp;quot; the player will be awarded &amp;quot;Desert Dweller&amp;quot;, a skin for the Russian 1895 that is usable in Multiplayer. &lt;br /&gt;
[[File:Russian.jpg|thumb|none|500px|Winchester Model 1895 made under contract for the Russian Army - 7.62x54mmR]]&lt;br /&gt;
[[File:BF1 M1895 Idle.jpg|thumb|none|600px|The &amp;quot;Calvary&amp;quot; variant in idle.]]&lt;br /&gt;
[[File:BF1 M1895 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M1895 empty reload.jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:BF1 M1895 mid-reload.jpg|thumb|none|600px|Topping off the magazine with loose rounds.]]&lt;br /&gt;
[[File:Desert Dweller.jpg|thumb|none|600px|The &amp;quot;Desert Dweller&amp;quot; skin on an 1895 &amp;quot;Sniper&amp;quot;, granted for 100% completion of &amp;quot;Nothing is Written&amp;quot;.]]&lt;br /&gt;
[[File:BF1 M1895 (1).jpg|thumb|none|600px|A deployed M1895 sniper rifle, equipped with the &amp;quot;Rough Rider&amp;quot; skin.]]&lt;br /&gt;
[[File:BF1 M1895 (2).jpg|thumb|none|600px|Cycling the Russian 1895, note the lack of a rim on the extracted casing and the empty follower.]]&lt;br /&gt;
[[File:BF1 M1895 (3).jpg|thumb|none|600px|Covering the ejection port on a mid-magazine reload.]]&lt;br /&gt;
[[File:BF1 M1895(4).jpg|thumb|none|600px|Cycling the &amp;quot;Infantry&amp;quot; Model 1895.]]&lt;br /&gt;
[[File:BF1 M1895 (5).jpg|thumb|none|600px|The 1895 Carbine with a lavish skin.]]&lt;br /&gt;
[[File:BF1 M1895 (6).jpg|thumb|none|600px|Aiming the carbine. Note the hammer will stay up if the player holds down the trigger after firing.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The [[Winchester Model 1907]] is a weapon issued for the Medic class. In the Alpha build of the game, the weapon was modeled with a 10-round magazine with a capacity of 20 rounds, but has since changed to the correct 20 round version in the Beta. It comes in the &amp;quot;Factory,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Sweeper&amp;quot; variant; the latter converted to full-auto firing at 300 RPM. During the war, the French versions of the weapon were converted to full auto, but clocked in at a much faster 700 RPM.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|450px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[Image:BF1-M1907-1.jpg|thumb|none|600px|A Medic character holds a Winchester Model 1907 with a bayonet.]]&lt;br /&gt;
[[Image:BF1-M1907-3.jpg|thumb|none|600px|Aiming the Winchester.]]&lt;br /&gt;
[[Image:BF1-M1907-2.jpg|thumb|none|600px|Reloading the M1907.]]&lt;br /&gt;
[[File:BF1M1907reload.jpg|thumb|none|600px|Releasing a magazine from a camouflaged M1907. Note that it has a [[Thompson Submachine Gun]] foregrip, a modification made in real life by members of John Dillinger's gang, though it is not known to have been done to any French military rifle.]]&lt;br /&gt;
[[File:BF1M1907charging.jpg|thumb|none|600px|Pressing the distinct charging handle in to cock the rifle. Note that the rifle is modeled without a bayonet lug, and so the bayonet is just slipped over the muzzle with no support at the rear.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
For the first time since ''[[Battlefield 2]]'', handheld machine guns will overheat if fired for too long in ''Battlefield 1'', although some MGs such as the Madsen or M1918 BAR rather obviously don’t have this issue because of their smaller magazine capacities. &lt;br /&gt;
&lt;br /&gt;
As is common for the video game category for light machine guns, it contains more than what were actually classified as LMGs. The Parabellum MG 14/17 and Perino M1908 medium machine guns are classified as LMGs (though it's less far-fetched for the MG 14/17, considering that it did get to be used on the ground with a bipod towards the end of the war), but the &amp;quot;Annual Award for Egregious Weapon Classifications&amp;quot; goes to the Browning M1917 heavy machine gun being classified as an LMG in ''Battlefield 1''.&lt;br /&gt;
 &lt;br /&gt;
==Bergmann MG 15 n. A.==&lt;br /&gt;
The [[Bergmann MG 15nA|Bergmann MG 15 n. A.]] is one of the Support class's optional primary weapons. Prior to the introduction of the [[Parabellum MG14]], it was the class's only belt-fed machine gun. It comes in the &amp;quot;Low Weight&amp;quot;, &amp;quot;Storm&amp;quot;, and &amp;quot;Suppressive&amp;quot; variants. Until the inclusion of the Browning M1917, it had  the highest capacity out of all the light machine guns in the base game, holding 100 rounds (200 rounds for the &amp;quot;Suppressive&amp;quot; variant).&lt;br /&gt;
[[File:Bergmannmg15.jpg‎|thumb|none|500px|Bergmann MG 15 n. A. light machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1 mg15na.jpg‎|thumb|none|600px|A German soldier holds a MG 15 n. A. His left hand is gripping onto a small foregrip that had replaced the bipod on the image above.]]&lt;br /&gt;
[[File:Bf1 mg15na aim.jpg‎|thumb|none|600px|Aiming the Bergmann.]]&lt;br /&gt;
[[File:Bf1 mg15na 2.jpg‎|thumb|none|600px|A German soldier reloading an MG 15 n. A.]]&lt;br /&gt;
[[File:BF1MG15reload.jpg|thumb|none|600px|Feeding an 8mm Mauser belt into the chamber. Note the added bipod.]]&lt;br /&gt;
[[File:BF1MG15charging.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:Bf1 mg15na 3.jpg‎|thumb|none|600px|A soldier holds an MG 15 n. A. equipped with a ZF12, a German machine gun optic designed for the MG08.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1917==&lt;br /&gt;
The [[Browning M1917]] water-cooled machine gun appears in the ''Turning Tides'' DLC for the Support class. It comes in two variants: the &amp;quot;Low Weight&amp;quot;, which has no attachments, and the &amp;quot;Telescopic&amp;quot;, which is fitted with a Warner &amp;amp; Swasey scope. Both variants are equipped with a 250-round belt box.&lt;br /&gt;
[[File:Browning1917.jpg‎|thumb|none|500px|Browning M1917 - .30-06]]&lt;br /&gt;
[[File:Bf1_bro17_1.jpg‎|thumb|none|600px|Holding the &amp;quot;M1917 MG&amp;quot;. A cradle for a tripod (rather like the one on [[:File:M1917A1 2.jpg|this image]]) has been mounted on the weapon (sans the tripod), and the player character's left hand is holding onto it from the cradle. The cradle may have been a particularly bizarre attempt at verisimilitude since hipfiring it while carrying the water jacket will severely burn your hands.]]&lt;br /&gt;
[[File:Bf1_bro17_2.jpg‎|thumb|none|600px|Aiming. John Basilone may be able to lug this thing around a battlefield without a hitch, but our Support soldier here can do parkour while carrying this thing.]]&lt;br /&gt;
[[File:Bf1_bro17_3.jpg‎|thumb|none|600px|Setting a new belt into place.]]&lt;br /&gt;
[[File:Bf1_bro17_4.jpg‎|thumb|none|600px|Pulling the charging handle, creating a bicycle bell-like &amp;quot;ding&amp;quot; sound.]]&lt;br /&gt;
[[File:BF1 M1917MG (1).jpg|thumb|none|600px|A deployed &amp;quot;Telescopic&amp;quot; M1917. Note the accurate non-disintegrating cloth belt, although it does not respond to gravity like the MG14/17's belt, probably due to memory limitations.]]&lt;br /&gt;
[[File:BF1 M1917MG (2).jpg|thumb|none|600px|Removing the wooden belt box.]]&lt;br /&gt;
[[File:BF1 M1917MG (3).jpg|thumb|none|600px|Flipping up the box's cover, which reveals the 250-round belt inside.]]&lt;br /&gt;
&lt;br /&gt;
== Burton 1917 Light Machine Rifle ==&lt;br /&gt;
&lt;br /&gt;
The [[Burton 1917 LMR]] (Light Machine Rifle) was added to CTE testing in June 2018 and later to the base game in the same month. It is used by the Support class. An unusual weapon in real life and in-game, the weapon's two-magazine design is reflected in its unique gameplay properties. In gameplay, the two magazines are tracked individually and treated as distinct &amp;quot;fire modes&amp;quot;, with a press of the fire mode key resulting in the player character switching between the two magazines, pulling one out and slapping the other one in. Each magazine has its own reload animations, and pressing the reload key only reloads the currently active magazine.&lt;br /&gt;
&lt;br /&gt;
Adding to the two-magazine gameplay is the ammunition. Designed as a dual-purpose aircraft gun with the ability to switch between normal rounds and incendiaries for targeting observation balloons, the in-game weapon has the the right magazine using regular rounds, and the left magazine using incendiary rounds. The incendiary rounds do not light anything on fire, and merely changes the damage model to be more effective against planes but less effective against infantry.&lt;br /&gt;
&lt;br /&gt;
Lastly, the in-game weapon features the &amp;quot;ground&amp;quot; barrel with its bayonet lug, allowing players to use a bayonet on it, a first for a Support weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Burton LMR.jpg|thumb|none|500px|Burton 1917 LMR with &amp;quot;ground&amp;quot; barrel - .345 WSL]]&lt;br /&gt;
[[File:Bf1_Burton1.jpg|thumb|none|600px|A Support Gunner holds his Burton LMR.]]&lt;br /&gt;
[[File:Bf1_Burton2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1_Burton3.jpg|thumb|none|600px|Changing the right magazine.]]&lt;br /&gt;
[[File:Bf1_Burton4.jpg|thumb|none|600px|Loading the incendiary magazine.]]&lt;br /&gt;
[[File:Bf1_Burton5.jpg|thumb|none|600px|Charging the Burton on an empty reload of the incendiary fire mode.]]&lt;br /&gt;
[[File:BF1 BurtonLMR (1).jpg|thumb|none|600px|Reloading the right-side magazine on an AA-sight equipped LMR.]]&lt;br /&gt;
[[File:BF1 BurtonLMR (2).jpg|thumb|none|600px|Pulling the charging handle with the right hand. If the player empties both magazines and chooses to reload one after another, the empty reload will incorrectly be used twice even after the Burton has been recocked once.]]&lt;br /&gt;
[[File:BF1 BurtonLMR (3).jpg|thumb|none|600px|Reloading the incendiary mag on the &amp;quot;Optical&amp;quot; version.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun appears in the ''They Shall Not Pass'' DLC. Ingame, it has the highest damage model of all of the Support class's machine guns, at the cost of a low rate of fire (still 50% higher than the real weapon's; 360 RPM ingame versus the real steel's 240) and a mere 20-round capacity, though this is likewise one more than the real weapon, which would almost always fail to feed the first round from a full magazine and was usually only loaded with 19 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:Bf1_chau1.jpg|thumb|none|600px|French soldier holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau2.jpg|thumb|none|600px|Holding the Chauchat.]]&lt;br /&gt;
[[File:Bf1_chau3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1_chau4.jpg|thumb|none|600px|Reloading. Note the magazine is mirrored: the viewing window should be on the right side since it was intended to allow the loader to monitor the remaining ammo rather than the gunner.]]&lt;br /&gt;
[[File:BF1 Chauchat (1).jpg|thumb|none|600px|An AA-sight equipped Chauchat in the Argonne Forest.]]&lt;br /&gt;
[[File:BF1 Chauchat (2).jpg|thumb|none|600px|The &amp;quot;Telescopic&amp;quot; variant of the CSRG, with the &amp;quot;Le Flambeau&amp;quot; skin.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1909==&lt;br /&gt;
The [[Hotchkiss M1909]] light machine gun is one of the first Support class weapons, labeled as the &amp;quot;M1909 Benét-Mercié.&amp;quot; The reloading animation for the non-empty reload is inaccurate; the player character simply shoves the feeding strip as if nothing was retaining it in the first place.&lt;br /&gt;
&lt;br /&gt;
For completion of the Battlefield 1 Singleplayer the player will be awarded &amp;quot;Trench Cleaner&amp;quot;, a skin for the M1909 Benét-Mercié that is usable in Multiplayer.&lt;br /&gt;
[[File:Hotchkiss1909.jpg|thumb|none|450px|Hotchkiss Model 1909 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss.jpg|thumb|none|600px|The Hotchkiss M1909 &amp;quot;Benét-Mercié&amp;quot; in-game.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss1.jpg|thumb|none|600px|Aiming the light machine gun.]]&lt;br /&gt;
[[File:bf1-m1909hotchikiss2.jpg|thumb|none|600px|Inserting a fresh feed strip.]]&lt;br /&gt;
[[File:Trench Cleaner.jpg|thumb|none|600px|&amp;quot;Trench Cleaner&amp;quot; skin granted for the completion of Battlefield 1 Singleplayer.]]&lt;br /&gt;
[[File:BF1 M1909 (1).jpg|thumb|none|600px|The &amp;quot;Telescopic&amp;quot; M1909 deployed, with half of the strip used. The third-person model always shows the strip in this state regardless of how many rounds have been fired, likely to make players who use the Benét-Mercié look a little less ridiculous. Another note is that this Telescopic variant uses a tripod instead of a bipod, and installed in a similar location to the foregrip of the other variants.]]&lt;br /&gt;
[[File:BF1 M1909 (2).jpg|thumb|none|600px|Shoving out the strip on a &amp;quot;Optical&amp;quot; Hotchkiss.]]&lt;br /&gt;
[[File:BF1 M1909 (3).jpg|thumb|none|600px|Working the M1909's weird bolt-action-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Huot Automatic Rifle==&lt;br /&gt;
The [[Huot Automatic Rifle]] is available for the Support class. One gun for each class requires reaching max level with the class (Level 10), whereas every other gun and variant is unlocked by Level 3; the Huot is the Support's Level 10 gun. There are two variants available in game, the &amp;quot;Low Weight&amp;quot; and &amp;quot;Optical&amp;quot; variants, though the Optical variant was exclusive to the War Stories until the Spring Patch on April 28, 2017, which added it as an unlockable to multiplayer.&lt;br /&gt;
&lt;br /&gt;
A note is that the foregrip on the Optical variant isn't actually used (though its effects apply), as there is no easy way to animate the soldier's left hand gripping onto it, not with the already awkward ergonomics.&lt;br /&gt;
[[File:Huot Automatic Rifle.jpg|thumb|none|500px|Huot Automatic Rifle - .303 British]]&lt;br /&gt;
[[File:Huot1.jpg|thumb|none|600px|Holding the Huot Automatic.]]&lt;br /&gt;
[[File:Huot2.jpg|thumb|none|600px|Holding the Huot.]]&lt;br /&gt;
[[File:HuotAutomaticBF1.jpg|thumb|none|600px|Reloading the Huot.]]&lt;br /&gt;
[[File:Huot3.jpg|thumb|none|600px|Holding the &amp;quot;Optical&amp;quot; variant.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaign.jpg|thumb|none|600px|Edwards holds a muddy unique Huot Automatic found in ''Fog of War.'' Looking down shows off the rather awkward ergonomics of converting a bolt action Ross rifle to fully-automatic.]]&lt;br /&gt;
[[FIle:BF1 Huotcampaignreload.jpg|thumb|none|600px|Charging the Huot.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the first light machine gun available to the Support class. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Optical,&amp;quot; and &amp;quot;Suppressive&amp;quot; variants. The latter is equipped with a 97 round pan magazine, although it visually still uses a 47 round one.&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:bf1 lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:bf1 lewis 2.jpg|thumb|none|600px|Aiming the Lewis.]]&lt;br /&gt;
[[File:bf1 lewis 3.jpg|thumb|none|600px|Reloading the Lewis Gun.]]&lt;br /&gt;
[[File:BF1Lewisreload.jpg|thumb|none|600px|Mashing in a new drum magazine.]]&lt;br /&gt;
[[File:BF1Lewischarging.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BF1 Lewis (1).jpg|thumb|none|600px|The draw animation of the Lewis Gun, which has the character somewhat comically juggle a 28 pound machine gun between his hands.]]&lt;br /&gt;
[[File:BF1 Lewis (2).jpg|thumb|none|600px|The &amp;quot;Optical&amp;quot; version with a rather ostentatious weapon skin.]]&lt;br /&gt;
[[File:BF1 Lewis (3).jpg|thumb|none|600px|And the &amp;quot;Suppressive&amp;quot; variant, with the &amp;quot;Yells&amp;quot; skin.]]&lt;br /&gt;
[[File:BF1 Lewis (4).jpg|thumb|none|600px|Aiming down the ZF12 scope.]]&lt;br /&gt;
&lt;br /&gt;
==M1918 Browning Automatic Rifle==&lt;br /&gt;
The World War I version of the [[Browning Automatic Rifle]] is available to the Support class in-game. It comes in three versions: &amp;quot;Trench,&amp;quot; &amp;quot;Storm,&amp;quot; and &amp;quot;Telescopic.&amp;quot; The HUD icon shows it equipped with the World War II-era hinged bipod at the end of the weapon; this bipod is also present on the &amp;quot;Telescopic&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
The weapon features a bonus weapon variant for pre-ordering ''Battlefield V'', called &amp;quot;BAR M1918A2&amp;quot;. The latter does have an M1918A2-like handguard and bipod and a usable fire rate selector, but still has the original M1918's stock, as well as lacking the new magazine guide.&lt;br /&gt;
&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|450px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BF1 BAR Idle.jpg|thumb|none|600px|Browning Automatic rifle in idle.]]&lt;br /&gt;
[[File:BAR ADS.jpg|thumb|none|600px|Aiming; these sights are actually more representative of the WWII M1918A2, as the original model uses the same aperture rear sight of the [[M1917 Enfield]] and a hoodless front post. The weapon actually working is also more representative of a WW2 BAR, since the first batches of M1918s had incorrectly tempered springs.]]&lt;br /&gt;
[[File:BF1BARcharging.jpg|thumb|none|600px|Pulling back the charging handle while looking down, which shows off the rather detailed character model's hands. Being an open bolt weapon, it is appropriately cocked before switching magazines.]]&lt;br /&gt;
[[File:BF1 BAR reload.jpg|thumb|none|600px|Reload. Note the Thompson-like vertical grip, as this is the BAR Trench variant.]]&lt;br /&gt;
[[File:BF1BARreload.jpg|thumb|none|600px|About to insert a new magazine.]]&lt;br /&gt;
[[File:BF1 BAR (1).jpg|thumb|none|600px|The scoped and bipod-ed version of the M1918.]]&lt;br /&gt;
[[File:BF1 BAR (2).jpg|thumb|none|600px|Deploying the &amp;quot;Telescopic&amp;quot; BAR.]]&lt;br /&gt;
[[File:BF1 BAR (3).jpg|thumb|none|600px|Lastly, the M1918 BAR &amp;quot;Storm&amp;quot; variant. This version uses a straight metal foregrip.]]&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06.]]&lt;br /&gt;
[[File:BF1 BAR1918A2 (1).jpg|thumb|none|600px|The BAR M1918A2 ingame.]]&lt;br /&gt;
[[File:BF1 BAR1918A2 (2).jpg|thumb|none|600px|Actuating the fire-rate selector.]]&lt;br /&gt;
[[File:BF1 BAR1918A2 (3).jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:BF1 BAR1918A2 (4).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1902==&lt;br /&gt;
The [[Madsen machine gun|Madsen M1902]] is a Danish light machine gun with a 30+1 magazine capacity. It comes in the &amp;quot;Low Weight,&amp;quot; &amp;quot;Trench,&amp;quot; and &amp;quot;Storm&amp;quot; variants. In the December 16th, 2016 patch, all the &amp;quot;Low Weight&amp;quot; machine guns were given bipods.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|450px|Madsen Light Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bf1-madsen 1.jpg|thumb|none|600px|A Support gunner holds the Madsen MG.]]&lt;br /&gt;
[[File:Bf1-madsen3.jpg|thumb|none|600px|Aiming the Madsen.]]&lt;br /&gt;
[[File:Bf1-madsen2.jpg|thumb|none|600px|Reloading the machine gun.]]&lt;br /&gt;
[[File:BF1Madsenreload.jpg|thumb|none|600px|Loading a new magazine into the M1902.]]&lt;br /&gt;
[[File:BF1Madsencrank.jpg|thumb|none|600px|Giving the crank-style charging handle a pull.]]&lt;br /&gt;
[[File:BF1 Madsen (1).jpg|thumb|none|600px|The Madsen MG &amp;quot;Storm.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
A German light machine gun variant of the famous [[Maxim]] heavy machine gun, the [[Maxim MG08/15]], appears in the game. The weapon has exceptional recoil and shot spread when fired initially, but longer continuous bursts allow the weapon to settle and become more accurate provided the player character using it is not moving; crouching assists with this mechanic by making the length of a burst required for the recoil to settle down far shorter. The fact that the iron sights of the weapon cannot be used makes the above gameplay mechanic the only way to use the weapon accurately.  &lt;br /&gt;
&lt;br /&gt;
In singleplayer the Maxim MG08/15 is the first weapon used by the Italian ''Arditi'' unit member Luca Vincenzo Cocchiola, the protagonist of the third &amp;quot;War Story&amp;quot; chapter, titled ''Avanti Savoia''. Luca uses both the machine gun and anachronistically-effective body armor to accomplish the herculean task of storming his way up a mountain in the Italian Dolomites defended by the Austro-Hungarian army, all to protect his twin brother Matteo in a unit fighting nearby.  In multiplayer, the Maxim MG08 is available to any player character who can pick up a &amp;quot;Sentry Kit&amp;quot; from weapon crates that randomly spawn through a level. Mirroring Luca's exploits, any soldiers picking up a &amp;quot;Sentry Kit&amp;quot; in multiplayer are also automatically equipped with the same body armor Luca used, which makes them much more resistant to almost any form of weapon damage, but leaves the user unable to put on a gas mask and thus extremely vulnerable to ingame chemical weaponry. &lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1_MG08-15_1.jpg|thumb|none|600px|The Maxim MG08/15 lies in a weapon crate, stashed along with pieces of body armor. Experiments with body armor in WWI were partially successful in producing heavy and bulky suits that could defend the user against shrapnel and pistol caliber rounds, but could not protect against rifle-caliber guns. In addition, body armor like this was likely never used by the real ''Arditi'' (Italian for &amp;quot;Daring Ones&amp;quot;) units in WWI, who were primarily armed with a dagger and grenades and normally sent to clear enemy trenches just after a suppressing barrage from friendly artillery lifted.]]&lt;br /&gt;
[[Image:BF1_MG08-15_2.jpg|thumb|none|600px|Holding the Maxim MG08/15 heavy machine gun. As this screenshot shows, it has been fitted with an ahistorical &amp;quot;chainsaw grip&amp;quot;; this seems to be a carrying handle from a [[Lewis Gun]].]]&lt;br /&gt;
[[Image:BF1_MG08-15_3.jpg|thumb|none|600px|Replacing the 200-round belt box, which uses disintegrating belts to simplify the reload animation. (a DICE comment on r/battlefield_live mentioned that DICE had to rework the Frostbite engine slightly in order to do dynamic reload animations like the ones seen on the Parabellum MG14/17, not until ''In the Name of the Tsar'') A disintegrating belt did exist for the MG08 during WWI, but it was not standard. The player character also doesn't seem to put enough work in pulling the belt into the action.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/18==&lt;br /&gt;
The MG08/15's experimental air-cooled variant, the [[Maxim MG08/18]] is available in the ''Apocalypse'' DLC, called the &amp;quot;lMG 08/18&amp;quot; with a lowercase L. It was originally called &amp;quot;LMG 08/18&amp;quot; during the CTE with an uppercase L. The case difference is notable as both were actual WWI German designations; lMG either stood for &amp;quot;leichte Maschinengewehr&amp;quot; (light machine gun) or &amp;quot;luftgekühlt Maschinengewehr&amp;quot; (air-cooled machine gun), according to different sources, while LMG stood for &amp;quot;Luft Maschinengewehr&amp;quot; (air machine gun). The MG08/18 is not known to be designated under either designation, so the originally CTE name probably was referring to how it's an LMG, light machine gun, though the current name is technically correct for both possible definitions.&lt;br /&gt;
&lt;br /&gt;
Unlike the MG08/15, and like the MG 14/17 from the ''In The Name of the Tsar'' DLC, it is depicted with a non-disintegrating metal belt, and even features dynamic reload animations.  In the /18's case, this is exhibited with the animation of the operation of the belt drum's hand crank, and how long the crank is operated to rewind the belt is dependent on how many rounds from the belt have been fired.&lt;br /&gt;
[[File:Maxim0818.jpg|thumb|none|450px|Maxim MG08/18 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BF1 LMG08 (1).jpg|thumb|none|600px|The MG08/18 in the hands of a German support gunner. Note that the bipod is being used as an impromptu foregrip.]]&lt;br /&gt;
[[File:BF1 LMG08 (2).jpg|thumb|none|600px|Iron sights. The rear notch is rather wide.]]&lt;br /&gt;
[[File:BF1 LMG08 (3).jpg|thumb|none|600px|Pulling out an empty belt on an empty reload with the left hand (it's a little hard to see because of the poor lighting, look in the bottom left of the image).]]&lt;br /&gt;
[[File:BF1 LMG08 (4).jpg|thumb|none|600px|Dropping a new 100-round belt drum in place.]]&lt;br /&gt;
[[File:BF1 LMG08 (5).jpg|thumb|none|600px|Charging the MG08/18.]]&lt;br /&gt;
[[File:BF1 LMG08scoped.jpg|thumb|none|600px|The &amp;quot;Suppressive&amp;quot; variant with ZF12 scope.]]&lt;br /&gt;
[[File:BF1 LMG08 (6).jpg|thumb|none|600px|Equipping the MG08/18 with the spent belt hanging loose.]]&lt;br /&gt;
[[File:BF1 LMG08 (7).jpg|thumb|none|600px|Rewinding the belt through the receiver, there is an Easter Egg when doing this with 13 rounds left; sometimes the &amp;quot;pop goes the weasel&amp;quot; sounds of a jack-in-the-box toy replace the default audio as based on a suggestion from community member Flakfire.]]&lt;br /&gt;
&lt;br /&gt;
==Parabellum MG 14/17==&lt;br /&gt;
The [[Parabellum_MG14#Parabellum_MG17|Parabellum MG 14/17]] appears in the ''In the Name of the Tsar'' DLC for the Support class. Interestingly, the weapon depicts the real weapon's non-disintegrating ammo belt, which comes into play during reloads. There are five different reload animations for different amounts of remaining ammo. Just a few shots, the player character will take out the reel and pull out the belt. More than that, the character will spin the reel (with up to three spins) to retract the cloth ammo belt before removing them. An empty reload shows the character simply detaching the belt from the gun and reload as usual. It boasts the fastest rate of fire in its class. It comes with two variants - &amp;quot;Low Weight&amp;quot; and &amp;quot;Suppressive&amp;quot;.&lt;br /&gt;
[[Image:Parabellum MG17.jpg|thumb|none|450px|Parabellum MG17 aircraft machine Gun - 7.92x57mm]]&lt;br /&gt;
[[Image:BF1_mg17_1.jpg|thumb|none|600px|An early image of the MG 14/17 from a trailer for ''In the Name of the Tsar''.]]&lt;br /&gt;
[[File:BF1 MG14 (1).jpg|thumb|none|600px|The MG14/17 in idle.]]&lt;br /&gt;
[[File:BF1 MG14 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BF1 MG14 (3).jpg|thumb|none|600px|Spinning the &amp;quot;8mm Mauser wheel of fortune&amp;quot;.]]&lt;br /&gt;
[[File:BF1 MG14 (4).jpg|thumb|none|600px|The MG14 with its drum removed, showing off the mounting bracket.]]&lt;br /&gt;
[[File:BF1 MG14 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BF1_mg17su.jpg|thumb|none|600px|The &amp;quot;Suppressive&amp;quot; variant in the &amp;quot;Galicia&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==Perino M1908== &lt;br /&gt;
The Italian [[Perino Machine Gun|Perino M1908]] is the second weapon available in the ''In the Name of the Tsar'' DLC for the Support class. It comes in &amp;quot;Low Weight&amp;quot; and &amp;quot;Defensive&amp;quot; variants, both of which feed from an ammo box that holds up to six 20-round clips, 120 rounds in total.&lt;br /&gt;
[[Image:Perino Machine Gun.jpg|thumb|none|450px|Perino Model 1908 - 6.5x52mm Carcano]]&lt;br /&gt;
[[Image:BF1_perm08_1.jpg|thumb|none|600px|A Russian soldier holds a Perino machine gun with a fancy skin. Of note here is that an update changed the tripod on this variant (the Low Weight) to the bipod similar to that of the Lewis Gun, though the &amp;quot;Defensive&amp;quot; variant still uses the tripod.]]&lt;br /&gt;
[[Image:BF1_per_1.jpg|thumb|none|600px|The Perino in first-person.]]&lt;br /&gt;
[[Image:BF1_per_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BF1_per_3.jpg|thumb|none|600px|Topping up the hopper with a 20-round clip. Each of the six clips have its own loading animation, and the reload animation shows the player character topping off the box with clips, going through the individual animations. Reloading while the player is only partially through the first clip will show the player character pulling the clip out and loading a full clip to the top, topping off the magazine.]]&lt;br /&gt;
[[File:BF1 Perino (1).jpg|thumb|none|600px|Removing a partially spent clip from the M1908.]]&lt;br /&gt;
[[File:BF1 Perino (2).jpg|thumb|none|600px|Charging the MG after loading the first clip into the hopper. Note the bipod and its band around the barrel shroud.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers= &lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
The [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] appears in the game. In real life, it was the first flamethrower in history intended for, and capable of, being carried and operated by one man; disappointingly, it goes by the shorter name &amp;quot;Wex&amp;quot; rather than the original &amp;quot;Wechselapparat&amp;quot; moniker, depriving us all of the opportunity to hear people unfamiliar with German pronunciations stumble over the name. As with most flamethrowers in film and video games, the Wechselapparat is very short-ranged, cannot spread unignited fuel to create a flammable pool for later ignition, and is treated as having infinite ammunition despite the severely low fuel reserves mandated by weight considerations for man-portable flamethrowers. All this said, it does have considerably better range and damage than most video game flamethrowers, and the sounds it creates (initial ignition, flames themselves, and inevitable screaming) along with the flame effects make for a powerful and terrifying weapon to use or face.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the Wechselapparat is available to all sides via the &amp;quot;Flame Trooper Kit&amp;quot; weapon crates that randomly spawn in multiplayer levels, and is always depicted as spraying a small amount of unlit fuel before the pilot light gets going, most likely for balance reasons. Players using this kit are also automatically equipped with body armor similar to but not as effective as that given to the users of the &amp;quot;Sentry Kit&amp;quot;, presumably to allow Flame Troopers to weather some fire while getting close enough to use their primary weapon. &lt;br /&gt;
&lt;br /&gt;
In singleplayer it is never available to the player, but is seen right from the first &amp;quot;War Story&amp;quot; chapter &amp;quot;Storm of Steel&amp;quot; and the &amp;quot;Through Mud and Blood&amp;quot; chapter, always in the hands of German flame troopers who also wear anachronistically-effective body armor. The flame troopers in singleplayer do possess a weak point, however, as a few hits from any firearm to the Wechselapparat's back-mounted fuel tank is enough to always cause ignited fuel to spray out through the puncture, condemning the attached flame trooper to a flailing fit of screaming through his gas mask, shortly before exploding in a good-sized ball of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917. Wechselapparat in German means &amp;quot;exchange apparatus,&amp;quot; referring to how the nitrogen propellant gas in the spherical central tank is exchanged to the larger doughnut-shaped fuel tank, pumping out the fuel.]]&lt;br /&gt;
[[File:bf1 wex 1.jpg|thumb|none|600px|The ''Wechselapparat'' lies in a weapon crate.]]&lt;br /&gt;
[[File:bf1 wex 3.jpg|thumb|none|600px|An American soldier holds the ''Wex''.]]&lt;br /&gt;
[[File:bf1 wex 2.jpg|thumb|none|600px|A German soldier lays down flames with his Wex in the first Trailer.]]&lt;br /&gt;
[[File:bf1 wex 4.jpg|thumb|none|600px|Another American soldier on the right with a Wex Flamethrower. In reality, the Entente forces would develop and deploy their own flamethrowers after seeing the German ones in action, but those do not appear in this game.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol==&lt;br /&gt;
The Scout class can use a [[Webley &amp;amp; Scott Signal Pistols|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol]], firing flares that either spot enemies close to them or blind any observers (a bit like a flashbang, but with a bit longer &amp;quot;flash&amp;quot;, and no &amp;quot;bang&amp;quot;), but set enemies on fire on direct hit in either case. In other cases it's very common for users to light themsleves on fire when the flare is fired in close proximity and enemies who run over the flare will take additional fire damage for a short duration. Notably, the weapon is never seen ejecting any casings; the rounds behave as though they were caseless.&lt;br /&gt;
&lt;br /&gt;
The ''Turning Tides'' DLC added a third type of flare gun, the &amp;quot;Signal&amp;quot; variant, which is plated in either nickel or silver, has ornate engravings, and is exclusive to the new Infiltrator Elite Class. It has only one flare at a time, which automatically replenishes 60 seconds after use. The flares it fires make a distinctive sound, and glow green to friendlies while glowing red to enemies; they are also brighter than standard flares and emit small spark-like elements. In an example of something existing purely for gameplay, the flares can also be airbursted mid-flight by pulling the flare gun's trigger again, dropping the flare straight down. The location of the flare will then be the epicenter of a devastating artillery barrage, intended to be representative of calling in support from an off-map Dreadnought.&lt;br /&gt;
[[Image:Webley Signal Pistol.JPG|thumb|none|300px|Webley &amp;amp; Scott No. 1 Mk. III* Signal Pistol - 1 inch - brass frame and barrel]]&lt;br /&gt;
[[Image:BF1-Flaregun-1.jpg|thumb|none|600px|A German pilot holds the Webley &amp;amp; Scott Flare gun.]]&lt;br /&gt;
[[Image:BF1-Flaregun-2.jpg|thumb|none|600px|Opening the flare pistol. A spent round is conspicuously absent during the reloading process.]]&lt;br /&gt;
[[File:BF1 Flargun (1).jpg|thumb|none|600px|Loading a round into the &amp;quot;Flash&amp;quot; version, which has a black finish.]]&lt;br /&gt;
[[Image:BF1-Flaregun-3.jpg|thumb|none|600px|The flare pistol of the Infiltrator Elite Class.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II]], a rather obscure weapon designed for attacking enemy fortifications and quickly replaced in infantry use by the [[Stokes Trench Mortar]], is a deployable weapon for the Assault class, similar to the rocket and missile launchers of previous games. It is referred to in the game as the &amp;quot;AT Rocket Gun,&amp;quot; which is an error not entirely of the developers' making: due to the two flames emitted from holes in the base of incendiary shells for the aircraft-mounted version, it was popularly known as the &amp;quot;Vickers-Crayford Rocket Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
An Anti-Air version known as the &amp;quot;AA Rocket Gun&amp;quot; was tested in the CTE before the release of ''Turning Tides'', but wasn't included in the retail version until the final release of the ''Apocalypse'' DLC.&lt;br /&gt;
[[File:1.59-inch Crayford gun photograph.jpg|thumb|none|400px|1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II - 1.59 in (40 mm)]]&lt;br /&gt;
[[Image:Bf1 unk mg.jpg|600px|thumb|none|The Vickers Q.F. Gun, with its mounting deployed on a wall.]]&lt;br /&gt;
[[Image:Bf1_cray1.jpg|600px|thumb|none|Aiming the Vickers Q.F. Gun.]]&lt;br /&gt;
[[Image:Bf1_cray2.jpg|600px|thumb|none|Loading a new round. The Beta animation had slight hand angle differences.]]&lt;br /&gt;
[[Image:Bf1_cray3.jpg|600px|thumb|none|Holding the &amp;quot;AA Rocket Gun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Blanch-Chevallier Grenade Discharger==&lt;br /&gt;
The [[Blanch-Chevallier Grenade Discharger]], a prototype grenade launcher based on a [[Martini-Henry]] action, is available in the ''Turning Tides'' DLC as a primary weapon for the Infiltrator Elite Class (called Martini-Henry Grenade Launcher in-game). The weapon is shown correctly as essentially a rifle grenade launcher, firing proprietary impact-detonated grenades (different from the standard [[Mills Bomb]]) with .577-450 blank cartridges.&lt;br /&gt;
[[Image:Blanch-Chevallier.jpg|thumb|none|400px|Blanch-Chevallier grenade discharger - 2.5in. PR.9711 © Royal Armouries]]&lt;br /&gt;
[[Image:Bf1_blanchdis.jpg|600px|thumb|none|The Blanch-Chevallier Grenade Discharge lies in a weapon crate.]]&lt;br /&gt;
[[Image:Bf1_blanchdis1.jpg|600px|thumb|none|The Infiltrator holding the Grenade Discharger.]]&lt;br /&gt;
[[Image:Bf1_blanchdis2.jpg|600px|thumb|none|Aiming.]]&lt;br /&gt;
[[Image:Bf1_blanchsid3.jpg|600px|thumb|none|Loading a grenade.]]&lt;br /&gt;
[[Image:Bf1_blanchdis4.jpg|600px|thumb|none|Reloading a .577-450 blank cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Medic class can equip their long guns with British Enfield cup-type grenade launchers to fire rifle grenades. For gameplay purposes, they do not consume regular ammo inside the rifle when using.&lt;br /&gt;
[[File:GrenadeCup001.jpg |thumb|none|300px|The &amp;quot;cup&amp;quot; attachment at the muzzle of a Lee Enfield No.1 Mk. III]]&lt;br /&gt;
[[Image:Bf1 riflegre.jpg|600px|thumb|none|The grenade launcher mounted on a [[Winchester Model 1907]].]]&lt;br /&gt;
&lt;br /&gt;
==Grenade Crossbow==&lt;br /&gt;
A Grenade Crossbow is available for the support class. The Crossbow looks very similar to those that are used in the movie ''[[Capitaine Conan]]''.&lt;br /&gt;
[[Image:Bf1 cross1.jpg|600px|thumb|none|A support gunner holds the crossbow.]]&lt;br /&gt;
[[Image:Bf1 cross2.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
An &amp;quot;interesting&amp;quot; mechanic in ''Battlefield 1'' is that grenades (excluding the Geballte Ladung, which is a gadget) have no pin-pulling animations; the player character's right hand simply pulls out the armed grenade from offscreen and throws it, with only a very short delay between pressing the throw grenade key and the grenade flying out.&lt;br /&gt;
==Flachmine 17== &lt;br /&gt;
The German Flachmine 17 Anti-Tank mine is available for the Assault class.&lt;br /&gt;
[[File:Flachmine17.jpg|thumb|none|300px|Flachmine 17 Anti-Tank mine ]]&lt;br /&gt;
[[File:bf1 flach1.jpg|thumb|none|600px|The Flachmine 17 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Jam Tin Grenade==&lt;br /&gt;
A [[Jam Tin Grenade]] is used by the attacking faction when destroying a telegraph station in the Rush and Frontlines gamemodes. In an incredibly subtle detail, the label of the tin actually varies between factions, rather than just reusing one texture for all circumstances.&lt;br /&gt;
[[File:Gws-jamtinbomb.jpg|thumb|none|300px|Jam Tin Grenade]]&lt;br /&gt;
[[File:Bf1-jamtin.jpg|thumb|none|500px|The grenade placed on the table.]]&lt;br /&gt;
&lt;br /&gt;
==Pétard Grenade==&lt;br /&gt;
The French Pétard Grenade is available in the ''Apocalypse'' DLC as the &amp;quot;Improvised grenade&amp;quot;.&lt;br /&gt;
[[File:PetardGre.jpg|thumb|none|350px|Pétard Grenade or Third Army Grenade]]&lt;br /&gt;
[[File:bf1 imprgre1.jpg|thumb|none|600px|The grenade thrown by the player.]]&lt;br /&gt;
[[File:bf1 imprgre2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:BF1 Improvised grenade (1).jpg|thumb|none|600px|Holding the Pétard Grenade by exploiting an equipment bug. In this instance, its comical first person viewmodel size makes it look like one of the game's many melee clubs.]]&lt;br /&gt;
[[File:BF1 Improvised grenade (2).jpg|thumb|none|600px|Looking up at the explosive charge element.]]&lt;br /&gt;
[[File:BF1 Improvised grenade (3).jpg|thumb|none|600px|The other side of the improvised hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Prototype Limpet Mine==&lt;br /&gt;
The Limpet Charge shown in-game is primarily based on a 1939 prototype version of the Limpet Mine invented by British inventors Stuart Macrae and Cecil Vandepeer Clarke. Their appearance in WWI is anachronistic.&lt;br /&gt;
&lt;br /&gt;
The in-game design modernizes a few aspects of the design, giving it a more mass-produced look. A tag present on the explosive designates it as the &amp;quot;Limpet Mine Mk II&amp;quot;, and says that it was manufactured in USA by the &amp;quot;Wilkinson Armory Co.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Limpet Charge sticks to all surfaces regardless of their material, which is very clearly a gameplay decision; actual limpet mines are magnetically attached. It also is shown as detonating based on a standardized timer; the actual design had a detonation system based on a water-soluble pellet, which wouldn't allow for it to detonate in open air.&lt;br /&gt;
&lt;br /&gt;
[[Image:Limpet.jpg|thumb|none|200px|Prototype Limpet Mine worn by inventor Cecil Vandepeer Clarke in swimming position.]]&lt;br /&gt;
[[File:Bf1_limpet.jpg|thumb|none|600px|A Limpet Mine lies in a weapon crate.]]&lt;br /&gt;
[[File:Bf1_limpet_1.jpg|thumb|none|600px|A Support gunner holds the mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk.V CN Gas Grenade appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:bf1_gas_1.jpg|thumb|none|600px|The Mk.V ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the common grenade for the Allied nations in-game. Appears as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:bf1_mills_1.jpg|thumb|none|600px|A British soldier throws a Mills Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==M1912 ''Lantern'' Grenade==&lt;br /&gt;
The Russian M1912 ''Lantern'' Grenade is available in the ''In the Name of the Tsar'' DLC, used by Russian factions.&lt;br /&gt;
[[File:M1912 618.jpg|thumb|none|350px|Russian M1912 &amp;quot;Lantern&amp;quot; grenade]]&lt;br /&gt;
[[File:bf1_lantern_1.jpg|thumb|none|600px|A Russian soldier throws a ''Lantern'' Grenade.]]&lt;br /&gt;
[[File:bf1_lantern_2.jpg|thumb|none|600px|Another view. Here we can see the belt clip.]]&lt;br /&gt;
&lt;br /&gt;
==Model 13/15 Kugelhandgranate==&lt;br /&gt;
The German [[Model 13 Kugelhandgranate|Model 13/15 Kugelhandgranate]] is available in the ''In the Name of the Tsar'' DLC. It appears only as a melee weapon and is named the &amp;quot;Dud Club&amp;quot;. It has a hidden chance to explode when hitting an enemy player, which can be as deadly for the user as the target.&lt;br /&gt;
[[File:Kugel13popp.jpg|thumb|none|350px|Model 13/15 Kugelhandgranate with Poppenberg System.]]&lt;br /&gt;
[[File:bf1_m13-15_1.jpg|thumb|none|600px|The ''Dud Club'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 15 Diskushandgranate==&lt;br /&gt;
The Diskushandgranate appears as the &amp;quot;Impact Grenade&amp;quot;.&lt;br /&gt;
[[File:Disc grenade 1914 called 'Turtle' grenade.jpg|thumb|none|250px|Model 15 Diskushandgranate.]]&lt;br /&gt;
[[File:bf1_m15diskus_1.jpg|thumb|none|300px|The M1915 &amp;quot;Turtle&amp;quot; disk grenade in the menu.]]&lt;br /&gt;
[[File:bf1_m15_1.jpg|thumb|none|600px|A German soldier throws the ''Diskushandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 17 Eierhandgranate==&lt;br /&gt;
The [[Model 17 Eierhandgranate]] appears as the &amp;quot;Mini Grenade.&amp;quot; Prior to ''They Shall Not Pass'' the Model 17's main advantage was, unlike all other grenades, it was carried in pairs, meaning the player had more than one grenade to throw. However, following the first DLC, the player (should they survive long enough) now has access to functionally infinite grenades (as they operate on a cooldown timer), and can thus only carry one at a time. The mini grenade's small size makes it easier to throw further before it starts to drop without adjusting one's arc, but at the cost of a significant decrease in damage.&lt;br /&gt;
[[File:M17-Ehg.jpg|thumb|none|120px|Model 17 Eierhandgranate.]]&lt;br /&gt;
[[File:bf1_m17_ei_1.jpg|thumb|none|300px|The Eierhandgranate in the menu.]]&lt;br /&gt;
[[File:bf1_m17_1.jpg|thumb|none|600px|The ''Eierhandgranate'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The anachronistic [[Model 24 Stielhandgranate]] (identified by the lack of a belt clip on the head) is the standard grenade for the Central Powers in-game: this version, as the name suggests, was not actually available until 1924, with the [[Model 15 Stielhandgranate|Model 15]], [[Model 16 Stielhandgranate|Model 16]] and [[Model 17 Stielhandgranate]] being the appropriate WW1 variants. Appears as the &amp;quot;Stick Grenade&amp;quot;.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:bf1_m24.jpg|thumb|none|600px|A Stick grenade in a weapon crate in the campaign.]]&lt;br /&gt;
[[File:bf1_m24_1.jpg|thumb|none|600px|A German Medic throws a ''Stielhandgranate''.]]&lt;br /&gt;
&lt;br /&gt;
===Geballte Ladung===&lt;br /&gt;
The [[Model 24 Stielhandgranate|Geballte Ladung]] appears as a gadget used by the Assault class (referred to as the &amp;quot;Anti-Tank Grenade&amp;quot;). Note that is also the model for the anachronistic [[Model 24 Stielhandgranate]] instead of the accurate [[Model 16 Stielhandgranate|Model 16]] or the [[Model 17 Stielhandgranate|Model 17]]. On promotional pictures the Geballte Ladung is made of correct Model 16 Stielhandgranates.&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|201px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:bf1 geballte 1.jpg|thumb|none|600px|An Italian soldier with a Geballte Ladung.]]&lt;br /&gt;
[[File:Bf1-Grenade.jpg|thumb|none|600px|A soldier holding a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 MK. 2 Hand Grenade &amp;quot;Hale&amp;quot;==&lt;br /&gt;
The British [[No. 2 Hand Grenade &amp;quot;Hale&amp;quot;|No. 2 MK. 2 Hand Grenade &amp;quot;Hale&amp;quot;]] appears as the &amp;quot;Light Anti-Tank Grenade&amp;quot;.&lt;br /&gt;
[[Image:Page1No2Mk2.jpg|thumb|none|200px|No. 2 MK. 2 Hand Grenade &amp;quot;Hale&amp;quot;.]]&lt;br /&gt;
[[File:bf1_hale_1.jpg|thumb|none|600px|A soldier throws the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No.27 Smoke Grenade==&lt;br /&gt;
British No.27 smoke grenade appears as the &amp;quot;Incendiary Grenade&amp;quot;.&lt;br /&gt;
[[Image:No27 smoke grenade.jpg|thumb|none|200px|British No.27 smoke grenade]]&lt;br /&gt;
[[File:bf1_n027_1.jpg|thumb|none|600px|The No.27 grenade is thrown by the player.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==4 inch Stokes Mortar==&lt;br /&gt;
The Mark V tanks can be equipped with 4 inch [[Stokes Trench Mortar|Stokes Mortar]]s.&lt;br /&gt;
[[File:bf1_stokes_1.jpg|thumb|none|600px|The Mortar mounted on a Mark V.]]&lt;br /&gt;
&lt;br /&gt;
==6-inch Siege Cannon M1904==&lt;br /&gt;
Various 6-inch Siege Cannon M1904s are seen on eastern front maps.&lt;br /&gt;
[[File:bf1_6inchhow_1.jpg|thumb|none|600px|Three Siege Cannons on the map &amp;quot;Brusilov Keep&amp;quot;.]]&lt;br /&gt;
[[File:bf1_6inchhow_2.jpg|thumb|none|600px|Closer view on two of them.]]&lt;br /&gt;
&lt;br /&gt;
==76.2-mm M1902 Putilov Field Gun==&lt;br /&gt;
A M1902 Putilov Field Gun is mounted on the Russian Armoured train and the Garford-Putilov Armoured Car.&lt;br /&gt;
[[File:Putilov76mm.jpg|thumb|none|400px|76.2-mm M1902 Putilov Field Gun]]&lt;br /&gt;
[[File:bf1_putil_1.jpg|thumb|none|600px|The Field gun mounted on the destroyed train on the map ''Volga River''.]]&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The German [[7.7 cm Feldkanone 96 n. A.]] can be used by the player. The gun is often near flag points and can only controlled by one man instead of a crew of 5. In the singleplayer champaign ''Through Mud and Blood'' the FK 96 can be seen with ''Buntfarbenanstrich'' 1918 camouflage.&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:bf1 fieldcannon 1.jpg|thumb|none|600px|An Entente soldier fires the Feldkanone. The gun would normally require a crew of five. Granted, this is somewhat justified by the agonizingly slow reload, but not where the limitless supply of shells is supposed to be hiding.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-1.jpg|thumb|none|600px|A Feldkanone with camouflage.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-2.jpg|thumb|none|600px|After the cannon was fired the gunner takes a 7.7 cm shell...]]&lt;br /&gt;
[[File:bf1 fieldcannon 2.jpg|thumb|none|600px|... and loads it.]]&lt;br /&gt;
[[Image:BF1-Feldcanone-3.jpg|thumb|none|600px|After that he locks the breech.]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
The 9.2 inch Mark I Siege Howitzer is available with the ''They Shall Not Pass'' DLC. Unlike the 21 cm Mörser 16 the player can use this Howitzer on the maps &amp;quot;Verdun Heights&amp;quot; and &amp;quot;Soissons&amp;quot; in the Operation mode and on &amp;quot;Caporetto&amp;quot; in the Conquest Assault mode. It fires explosive, smoke  and gas shells. In the first mission of &amp;quot;Avanti Savoia&amp;quot; a few unprepared Siege Howitzers can be seen at the beginning.&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[File:bf1_siege_howitzer.jpg|thumb|none|600px|The Howitzer in the trailer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer0.jpg|thumb|none|600px|The Howitzer on the &amp;quot;Caporetto&amp;quot; map.]]&lt;br /&gt;
[[File:bf1_siege_howitzer1.jpg|thumb|none|600px|Manning the Howitzer.]]&lt;br /&gt;
[[File:bf1_siege_howitzer2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm SK L/45==&lt;br /&gt;
Several SK L/45 Coastal guns are mounted on the &amp;quot;Zeebrugge&amp;quot; multiplayer map.&lt;br /&gt;
[[File:BF1_sk45_1.jpg|thumb|none|600px|Left side of a Coastal gun mounted near the flag &amp;quot;''Lübeck Battery''&amp;quot; of the map Zeebrugge.]]&lt;br /&gt;
[[File:BF1_sk45_2.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed German 21cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer. In the singleplayer campaign, some British, German and Ottoman NPC soldiers can be seen using the howitzers.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:bf1 mörser 01.jpg|thumb|none|600px|A Mörser being fired in the cutscene of the first Mission ''Through Mud and Blood''.]]&lt;br /&gt;
[[File:bf1 mörser 1.jpg|thumb|none|600px|3 Mörsers on the multiplayer map ''St. Quentin Scar''.]]&lt;br /&gt;
[[File:bf1 mörser 2.jpg|thumb|none|600px|A Mörser on the Achi Baba map. Note the desert camouflage and the Ottoman flag.]]&lt;br /&gt;
&lt;br /&gt;
==38-cm-SK-L/45==&lt;br /&gt;
The Kaliber 38 cm, ''Schnell-Ladekanone'', Kaliberlänge 45 (also called ''Langer Max'', Long Max) can be seen on the map &amp;quot;Rupture&amp;quot;. It cannot be used but it fires at regular intervals. In the &amp;quot;Nothing is Written&amp;quot; campaign the Railroad gun is mounted on the Ottoman armoured train.&lt;br /&gt;
[[File:bf1_rail1.jpg|thumb|none|600px|The ''Schnell-Ladekanone'' on the map &amp;quot;Rupture&amp;quot;.]]&lt;br /&gt;
[[File:bf1_rail2.jpg|thumb|none|600px|Different view.]]&lt;br /&gt;
&lt;br /&gt;
==Becker Type M2 20mm==&lt;br /&gt;
[[Becker machine gun|Becker Type M2 20mm]] is mounted on Zeppelins, Bomber Aircrafts, and Torpedo Boats in the game. Two stationary placements can also be found in the gondolas of a crashed airship on the map &amp;quot;Giant's Shadow&amp;quot;.&lt;br /&gt;
[[File:Becker Type M2.jpg|thumb|none|450px|Becker Type M2 - 20mm]]&lt;br /&gt;
[[File:Bf1-becker1.jpg|thumb|none|600px|The Becker mounted on a crashed Zeppelin part in the map &amp;quot;Giant's Shadow.&amp;quot;]]&lt;br /&gt;
[[File:Bf1-becker3.jpg|thumb|none|600px|Manning the Becker.]]&lt;br /&gt;
[[File:Bf1-becker2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Bf1-madsen.jpg|thumb|none|600px|A Becker Type M2 20mm Auto-Cannon that is mounted on a German Gotha Bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 75 mm modèle 1897==&lt;br /&gt;
The Canon de 75 mm modèle 1897 is mounted on the Saint-Chamond assault tank. &lt;br /&gt;
[[File:Canon-75-mm-MLE-1897-No-15932.jpg|thumb|none|300px|Canon 75mm Mle 1897.]]&lt;br /&gt;
[[File:BF1_Canon de 75.jpg|thumb|none|600px|The Saint Chamond tank with the modèle 1897.]]&lt;br /&gt;
&lt;br /&gt;
==Granatenwerfer 16==&lt;br /&gt;
A Granatenwerfer 16 is available as a gadget for the Support class and comes with two variants, an Airburst version ideal for Infantry but dealing minimal damage to vehicles and a High Explosive (HE) variant ideal for enemy armor but dealing less splash damage to infantry. &lt;br /&gt;
[[File:Granatenwerfer 16.jpg|thumb|none|300px|Granatenwerfer 16]]&lt;br /&gt;
[[File:bf1 grf16 1.jpg|thumb|none|600px|The Granatenwerfer 16 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
The [[Hotchkiss Mle 1914]] is mounted on the Saint-Chamond assault tank and Char 2C Super Heavy Tank.&lt;br /&gt;
[[Image:M1914Hotchkiss.jpg|thumb|none|500px|Hotchkiss Mle 1914 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BF1 Saint Chamond.jpg|thumb|none|600px|The Saint Chamond tank in Battlefield 1. Note the Hotchkiss MGs mounted around the front and sides.]]&lt;br /&gt;
[[File:BF1_hotch14_1.jpg|thumb|none|600px|The Hotchkiss mounted on the Saint Chamond.]]&lt;br /&gt;
[[File:BF1_hotch14.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The British Mark V tank incorrectly has a [[Lewis Gun]] mounted on the bow, which can be used by the driver; in real life, there would be a separate gunner for the machine gun mounted here. Lewis guns were mounted on previous Marks of British tank, but the Mark V used Hotchkiss guns instead. Mark V tanks seem to be used by both sides, which is actually accurate; huge numbers of tanks were abandoned following failed advances and pressed back into service with German forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:BF1-Lewis-3.jpg|thumb|none|600px|A German soldier leaps dramatically into his pilfered Mark V tank, showing the pan magazine of the bow-mounted Lewis gun.]]&lt;br /&gt;
[[Image:BF1-Lewis-2.jpg|thumb|none|600px|View from the bow-mounted Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Mk II Aircraft MG==&lt;br /&gt;
[[Lewis Gun|Lewis Mk II Aircraft MG]]s are mounted on British planes.&lt;br /&gt;
[[File:Rafmachinegunlewis3.jpg|thumb|none|500px|Lewis Mk II Aircraft MG - .303 British]]&lt;br /&gt;
[[File:bf1 lewisair.jpg|thumb|none|600px|The Lewis Mk II ingame.]]&lt;br /&gt;
[[File:bf1 lewisair 1.jpg|thumb|none|600px|The gunner of a Bristol F.2  biplane using a Lewis Mk II Aircraft MG.]]&lt;br /&gt;
[[File:bf1 lewisair2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Livens Projector==&lt;br /&gt;
The Livens Projector is a stationed poison gas weapon on the &amp;quot;Caporetto&amp;quot;, &amp;quot;Passchendaele&amp;quot; and &amp;quot;River Somme&amp;quot; maps. It is also called ''Gaswurfminen'' near Austrian and German positions.&lt;br /&gt;
[[File:bf1_Livens1.jpg|thumb|none|600px|The Livens Projector on the &amp;quot;River Somme&amp;quot; map, ready for shelling Wellington Farm.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
[[Maxim|LMG 08/15]] machine guns are mounted on a German planes.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 lmg0815 1.jpg|thumb|none|600px|A German pilot looks through his LMG 08/15.]]&lt;br /&gt;
[[File:Bf1-lmg08.jpg|thumb|none|600px|A pair mounted on a Fokker Dr I Triplane.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim Gun==&lt;br /&gt;
Fixed [[Maxim]] machine guns can be found around maps seen in the multiplayer pre-alpha. These are shown fitted with a Russian-style ribbed water jacket. A similar Maxim is seen mounted in a cupola on top of the British airship, which is actually a German P-Class Zeppelin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim1910.jpg|thumb|none|450px|Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF1-Maxim-0.jpg|thumb|none|600px|A Maxim gun on the Battlefield.]]&lt;br /&gt;
[[Image:BF1-Maxim-1.jpg|thumb|none|600px|A German soldier mans a Maxim near his base.]]&lt;br /&gt;
[[Image:BF1-Maxim-2.jpg|thumb|none|600px|A British soldier spawns on top of the Zeppelin, the E prompt showing he is already trying to jump out of it in a rather ill-advised fashion.]]&lt;br /&gt;
&lt;br /&gt;
===Maxim M1910===&lt;br /&gt;
A pair of [[Maxim#Maxim_M1910|M1910]]s are mounted on the Garford-Putilov Armoured Car.&lt;br /&gt;
[[Image:Maxim-M1910-Smooth-water-jacket.jpg|thumb|none|450px|Maxim 1910, simplified version with smooth water jacket - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF1_maxim1910.jpg|thumb|none|600px|A Maxim M1910 mounted on the Garford-Putilov.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
The German A7V tank is equipped with a 57mm main gun and a number of [[Maxim MG08]] machine guns that can be used by the crew. As with the Mark V, the A7V is shown being used by both sides, which is a little less likely since only 20 were built (''Generalquartiermeister'' Erich Ludendorff was disinterested in tanks, declaring them to merely be a &amp;quot;nuisance&amp;quot;) and the British and French already had tanks that were superior to them.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BF1-MG08-1.jpg|thumb|none|600px|A A7V in &amp;quot;Mephisto&amp;quot; optic with 2 rear-mounted MG08 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim QF 1 Pounder &amp;quot;Pom-Pom&amp;quot;==&lt;br /&gt;
Maxim QF 1 Pounders appear in certain fixed locations on maps.&lt;br /&gt;
[[Image:QF 1 Pounder.jpg|thumb|none|400px|Maxim-Nordenfelt QF Mk II 1-pounder Pom-Pom gun at the Imperial War Museum, London - 37x94mm R]]&lt;br /&gt;
[[File:bf1 maximqf1.jpg|thumb|none|600px|A Maxim QF 1 Pounder on the Battlefield.]]&lt;br /&gt;
[[File:bf1 maximqf1 1.jpg|thumb|none|600px|Manning the Maxim-Nordenfelt.]]&lt;br /&gt;
&lt;br /&gt;
==Obukhovskii 12&amp;quot;/52 Pattern 1907 Coastal Gun==&lt;br /&gt;
Some Obukhovskii Coastal Guns can be used on the maps &amp;quot;Albion&amp;quot; and &amp;quot;Cape Helles&amp;quot;. Actuality the Ottomans used German 28 cm SK L/40 guns during the defence of Cape Helles.&lt;br /&gt;
[[Image:Coastal Gun.jpg|thumb|none|400px|Obukhovskii L/52 Pattern 1907 Coastal Gun on the island of Hiiumaa, Estonia, 1920 - 12 inch]]&lt;br /&gt;
[[File:bf1 coast 1.jpg|thumb|none|600px|The Coastal Gun ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 4 inch gun Mk IV==&lt;br /&gt;
Several QF 4 Mk IVs are mounted on the L-Class destroyer and the disabled HMS &amp;quot;''Vindictive''&amp;quot; on the &amp;quot;Zeebrugge&amp;quot; map.&lt;br /&gt;
[[File:bf1_navalgun1.jpg|thumb|none|600px|The guns mounted on the &amp;quot;''Vindictive''&amp;quot; .]]&lt;br /&gt;
[[File:bf1_navalgun2.jpg|thumb|none|600px|Manning the gun on a British L-Class destroyer.]]&lt;br /&gt;
[[File:bf1_navalgun3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==QF 13-pounder 9 cwt==&lt;br /&gt;
The Quick-Firing Enfield QF 13-pounder 9 cwt can be equipped on the Artillery Truck.&lt;br /&gt;
[[Image:13pdr9cwtThornycroftLorryDuxford2003.jpg|thumb|none|400px|A QF 13-pounder 9 cwt mounted on a Thornycroft lorry.]]&lt;br /&gt;
[[File:bf1_artiTruck1.jpg|thumb|none|600px|The 13-pounder on the Truck.]]&lt;br /&gt;
[[File:bf1_artiTruck2.jpg|thumb|none|600px|Manning the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Parabellum MG14==&lt;br /&gt;
[[Parabellum MG14]]s are mounted on Halbterstadt and Gotha planes. In the last mission of &amp;quot;Friends in High Places&amp;quot;, the German Zeppelin is armed with a pair of them. Unlike the later-added infantry MG 14/17, the non-disintegrating belt is not depicted; the belt simply disappears into the gun. &lt;br /&gt;
[[File:Parabellum MG14.jpg|thumb|none|500px|Parabellum MG14 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:bf1 paramg.jpg|thumb|none|600px|The MG14 mounted on a Halberstadt.]]&lt;br /&gt;
[[File:bf1 paramg 1.jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:bf1 paramg 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
[[Vickers MK1 Machine Gun|Vickers Mk 1 Machine Gun]]s are mounted on British Pattern 1914 Rolls-Royce Armoured &amp;lt;!--With a u, it's their actual name--&amp;gt; Cars and Italian FIAT-Terni  Armoured Cars, which were mostly equipped with [[Fiat-Revelli_M14/35#Fiat-Revelli_M14|Fiat-Revelli M14]] machine guns. The Mark V &amp;quot;''Black Bess''&amp;quot; in the campaign is also armed with a Vickers.&lt;br /&gt;
[[Image:Vickers gun.JPG|thumb|none|350px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:bf1 Vickers 1.jpg|thumb|none|600px|The Vickers Mk 1 on the Armoured Car. These vehicles were an armored body placed on a repurposed Rolls-Royce Silver Ghost chassis.]]&lt;br /&gt;
[[File:bf1 Vickers 2.jpg|thumb|none|600px|Manning the Vickers.]]&lt;br /&gt;
[[File:bf1 Vickers 3.jpg|thumb|none|600px|The front-mounted Vickers of&amp;quot;''Black Bess''&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Aircraft Version===&lt;br /&gt;
The [[Vickers Aircraft Machine Gun]] is mounted on Allied planes.&lt;br /&gt;
[[Image:VickersAircraft.jpg|thumb|none|450px|Vickers Aircraft Machine Gun]]&lt;br /&gt;
[[File:bf1 AirVickers 1.jpg|thumb|none|600px|A British pilot in a Sopwith Camel.]]&lt;br /&gt;
[[File:bf1 AirVickers 2.jpg|thumb|none|600px|Clearer view on the Vickers. Note the ''Le Prieur'' rockets mounted in the background.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Lord_of_War&amp;diff=1201830</id>
		<title>Talk:Lord of War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Lord_of_War&amp;diff=1201830"/>
		<updated>2018-07-27T07:46:56Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* AR-15/M16A2? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just saw this movie again yesterday, there was no Steyr AUG in his container, it was a golden Hungarian AMD-65. - [[User:Flying Dane|Flying Dane]]&lt;br /&gt;
&lt;br /&gt;
:Actually, it wasn't a gold AMD-65, it was a nickel-plated Chinese Type-56 with ivory furniture and a Romanian-style folding grip. It's the same gun used in ''Belly''. I had a picture of the gun on my ''Belly'' page when it still existed (before the server crash), but the picture of that gun is here: http://www.weaponspecialists.com/insiteTemplate.php?includeWhat=propView&amp;amp;id=160&amp;amp;category=&amp;amp;primaryCategory=ter&amp;amp;refID=20&amp;amp;cf=bpic&lt;br /&gt;
&lt;br /&gt;
Orca, it is actually a MP5A4, i can see by the trigger group. The trigger groups of the MP5A2 and the MP5A4 are different. - [[User:Flying Dane|Flying Dane]]&lt;br /&gt;
&lt;br /&gt;
==AKS74U==&lt;br /&gt;
I don't think it's a 74u. the barrel seems too long and it doesn't have a triangular side folding stock (though that's not exactly definite). At the same time, the front sight  and the flash hider look right. Plus, not to mention it's gold plated and the furniture looks strange to me. I think it looks more like an AKMS. Ah well, anybody see any of these things or am I just tired?&lt;br /&gt;
&lt;br /&gt;
:It's probably a custom weapon that was assembled just for the film by the armorers. It is obviously not a 74U because that is a 7.62x39mm magazine (older style, before the ribbed versions), it has an East German-style side-folding stock, and a short barrel (AKMSU-style). You have to keep in mind that AKs can't all be classified so neatly (many countries have built their own versions, some of which are very different from the original Russian-made guns), which is one of the problems with this site. The best description I can give would be &amp;quot;custom-built Kalashnikov&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Poster Change==&lt;br /&gt;
Is this poster better? - [[User:Gunmaster45|Gunmaster45]]&lt;br /&gt;
&lt;br /&gt;
[[Image:LOWCover.jpg]]&lt;br /&gt;
&lt;br /&gt;
:Eh, not sure. I happen to prefer the older one just because it's a more creative design. But that's just me. -[[User:MT2008|MT2008]]&lt;br /&gt;
::I just don't like it because it's a white poster, and the site's white background blend wierd and it looks ugly. But that's just ''me''. - [[User:Gunmaster45|Gunmaster45]]&lt;br /&gt;
:::The fact that the image has a border around it cancels that out in my opinion. I think the first poster is better, the above poster is so very generic and not nearly as interesting. --[[User:MattyDienhoff|MattyDienhoff]] 05:21, 20 January 2010 (UTC)&lt;br /&gt;
::::I agree with MT, the other one is more creative and way cooler. [[User:Spartan198|Spartan198]] 04:49, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Micro-Uzi ==&lt;br /&gt;
&lt;br /&gt;
On the section about the Micro-Uzi, it says that it's unrealistic since it was first introduced in 1983. As far as I know, it was actually introduced in 1982, as it says on wikipedia and most sources I can find. Also many films as far back as 1985 show their useage ([[Invasion USA]] and [[Commando]]), so I doubt they were only known about for a couple of years before being so popular in civilian culture as to be placed in films.&lt;br /&gt;
Infact I even doubt the 1982 introduction date, as Israel and weapon secrecy seem to go hand-in-hand as well.&lt;br /&gt;
-[[User:Tec-9|Tec-9]]&lt;br /&gt;
&lt;br /&gt;
:The civilian version of the Micro Uzi (which is what you see in most American movies, including this one) was introduced to the American market in 1983. So, it would not have been around in 1982. As far as their appearances in mid-80s movies, that is actually common in Hollywood. The Desert Eagle was introduced in 1984 and shown immediately afterwards in ''[[Year of the Dragon]]'' and ''[[Commando]]'', both of which came out in 1985. A more extreme example that I documented was ''[[RoboCop 2]]'', which features the [[SIG-Sauer P228]] even though the P228 was introduced in 1990 (the same year that the movie came out). -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
::That explains it then - sorry about the edit then, feel free to revert it back. Thanks for the explanation too man - but just wondering whats the difference with the civilian version of the micro-uzi? Do you mean the semi-auto uzi pistol? Also I am getting loads of conflicting sources - when was the Micro-Uzi first made, I got another source from the manufacturers that suggest it started in the 1990's as well! Thanks. -[[User:Tec-9|Tec-9]]&lt;br /&gt;
&lt;br /&gt;
:::Changed back the edit I done to how it was like before, saying that it is indeed unrealistic in 1982. :) -[[User:Tec-9|Tec-9]]&lt;br /&gt;
&lt;br /&gt;
::::Maybe you should consider that Yuri's contact at the synagogue (where he obtained the guns) may not be much of a civilian at all and therefore have access to military equipment directly from Israel.&lt;br /&gt;
&lt;br /&gt;
== Unknow AR-15 ==&lt;br /&gt;
:I'd say CQBR, but thats Navy SEAL only, but on the [[Bourne Identity]] page, the M16s that the Marines are using are actually Bushmasters. I'll look up more and get back to you. [[User:The Winchester|The Winchester]]&lt;br /&gt;
::The receiver is the wrong style for CQBR, and not all ARs with 10&amp;quot; barrels match that type, anyway. -[[User:MT2008|MT2008]]&lt;br /&gt;
:::Like i said: CQBRs are only for SEALs. Its gotta be a custom piece. No forward assist or shell deflector and a 10 inch barrel. -[[User:The Winchester|The Winchester]]&lt;br /&gt;
::::It could be custom, i look in the net several images of SBR AR-15. -[[User:Dillinger|Dillinger]]&lt;br /&gt;
&lt;br /&gt;
The 1911 entry looks more like a Hi-Power to me.&lt;br /&gt;
&lt;br /&gt;
== typo ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This particular Chinese Type 56 has the ribbed top cover of an Russian (or licensed third party) AKM - the Chinese AKs have smooth top covers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...of an Russian...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Thanks for the correction, but...it's perfectly fine if you make it yourself. -[[User:MT2008|MT2008]] 03:52, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Special Edition DVD errors==&lt;br /&gt;
Someone want to go through the second disc of the Special Edition DVD and make a list of all the factual errors in the history/specs for the weapons?  Saw it at a friends house - it lists the M16 as a belt-fed 7.62mm rifle with an effective range of 1100 meters...&lt;br /&gt;
&lt;br /&gt;
-Seriously? Now I gotta see this feature [[User:Excalibur01|Excalibur01]] 17:39, 11 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Busted AR-15? ==&lt;br /&gt;
&lt;br /&gt;
The Closeup of the AR-15 in the weapons pile looks like its missing its bolt catch and its upper reciever looks bulged, Am I right?&lt;br /&gt;
:I do believe you might be correct. [[User:Spartan198|Spartan198]] 16:15, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is actually a rubber moulded prop gun, the catch was missing from the replica used to make the mould.&lt;br /&gt;
&lt;br /&gt;
== Customized Saiga ==&lt;br /&gt;
&lt;br /&gt;
It says that the trigger was moved forward but this is normal for converting a Saiga to a pistol grip, did he somehow move it farther or is it just saying one of the results of converting a Saiga?--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 23:22, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving guns vs buying new ones. ==&lt;br /&gt;
&lt;br /&gt;
In the movie, when Yuri is selling the guns in Lebanon, he says that it is cheaper for the U.S. government to buy new ones then ship the ones used back.  Is this true?  Seems wasteful to me. --[[User:Gunkatas|Gunkatas]] 00:43, 10 June 2010 (UTC)&lt;br /&gt;
:I was wondering the same thing when I saw it. This can't possibly be true, can it? The History Channel did a program on Anniston Army Depot, and while most of the work they do there is on vehicles, they also refurbish small arms, and destroy whatever is too worn out to refurbish. And the thought of rebels, freedom fighters, or death squads armed with former American weapons on the nightly news would be much to embarrassing to the government. --[[User:Funkychinaman|funkychinaman]] 01:20, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I wouldn't say the U.S. ''generally'' doesn't take its munitions (especially costly, high-tech systems that the U.S. doesn't want its enemies to take apart and investigate), but it is true that sometimes, given the time constraints and costs, they aren't able to bring everything back.  There are hundreds of thousands of U.S. military-issue small arms floating around Southeast Asia due to the Vietnam War, many of which have been used by various insurgencies, drug trafficking groups, and pirates in the region.  Also, during the 1970s and 1980s, the Vietnamese government had a working arrangement with Cuba where they would ship U.S. military weapons to South America so that leftist guerrillas (including FARC) could use them, and the communist governments could deny responsibility. -[[User:MT2008|MT2008]] 01:25, 12 July 2010 (UTC)&lt;br /&gt;
:::But Vietnam was an exception though. We left not only small arms, but tanks and aircraft, for South Vietnam, and then all that got picked up by the communists. But the list of US allies who were overrun is a very short one. --[[User:Funkychinaman|funkychinaman]] 02:21, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've heard from some now ex-servicemen that after exercises in Northern Australian, the US troops involved were throwing weapons over the side as they were boarding their ships.&lt;br /&gt;
:That sounds like a tall tale (i.e. bullshit) from training. If there's any truth at all, it's likely from USN personnel tossing ARVN small arms (and choppers) of US Navy ships during the Fall of Saigon. --[[User:Maxman|Maxman]] ([[User talk:Maxman|talk]]) 17:05, 2 June 2016 (EDT)&lt;br /&gt;
There is some truth, but it's far from what's claimed here. The US does leave heavy equipment like MRAPs and APCs behind, which often do cost more to ship back to the US than they did to purchase. However, those are almost invariably &amp;quot;gifted&amp;quot; to local governments, not simply abandoned. --[[User:Maxman|Maxman]] ([[User talk:Maxman|talk]]) 11:27, 23 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unidentified Handgun ==&lt;br /&gt;
&lt;br /&gt;
Looks like a Beretta 92 Non Gun. I think it looks like a Browning BDM --[[User:Taurus96|Taurus96]] 20:23, 28 January 2011 (UTC).&lt;br /&gt;
&lt;br /&gt;
[[Image:LOW1911-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
:I'm pretty certain it's a non-gun Beretta. Compare the image below to the weapon in the screenshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ng pistol beretta92 blk.jpg|thumb|none|300px|Non-gun Beretta 92FS]]&lt;br /&gt;
&lt;br /&gt;
Notice the position of the muzzle low on the front of the slide and the stepped trigger guard, both of which match that in the screenshot. [[User:Orca1 9904|Orca1 9904]] 05:09, 29 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fair enough, I stand corrected --[[User:Taurus96|Taurus96]] 10:51, 29 January 2011 (UTC).&lt;br /&gt;
&lt;br /&gt;
== airsoft gun? ==&lt;br /&gt;
&lt;br /&gt;
does anyone else notice the airsoft gun in the pile of m16a2's&lt;br /&gt;
&lt;br /&gt;
:No, but now that I take a closer look, I do see some G3s and AKs mixed in among the AR-15s/M16s. [[User:Spartan198|Spartan198]] 02:44, 9 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Most of the weapons in the pile are half moulded vacum formed dummies, they were no airsofts used for this scene, in fact the only airsofts were the MP5's and the MP5K. Closer to camera wrer hard rubber moulds with the occasional real weapon for extreme close ups.&lt;br /&gt;
&lt;br /&gt;
The handgun used in the resturant was a Star 9mm model B, the same one used in Flight of the Phoenix, it is fully practical and is made to look like a Colt 1911.&lt;br /&gt;
&lt;br /&gt;
if you look down in the bottom right corner there is a see through gun&lt;br /&gt;
:I don't know if this is already solved ( I guess it is) but I have to say I never saw there a see-through just dusty ARs as it would be in real life when you would stash them away this way. -[[User:DAN11|DAN11]] ([[User talk:DAN11|talk]]) 12:19, 13 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== AR-15 ==&lt;br /&gt;
But on the subject of AR-15s, shouldn't the AR-15A2 in the last screencap be under its own entry rather than lumped into the M16A2 entry? [[User:Spartan198|Spartan198]] 02:44, 9 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== AR-15/M16A2? ==&lt;br /&gt;
&lt;br /&gt;
Given the time period, should the pile of ARs in Lebanon instead be A1-spec? --[[User:Maxman|Maxman]] ([[User talk:Maxman|talk]]) 19:14, 18 May 2016 (EDT)&lt;br /&gt;
: They should - Though the M16A2 was introduced around that time (and thus not technically anachronistic) it wouldn't really be adopted/fielded for a few years yet. (The HBAR is anachronistic, but that's kinda another thing). [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:40, 19 May 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
About the comment made in the film that the US military just leaves their entire arsenal in the warzones they've deployed to...how much of that is actually true? I find it kinda weird that the US military just leaves tons and tons of piles of perfectly working rifles to the local population when they leave. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:14, 19 May 2016 (EDT)&lt;br /&gt;
: [[Talk:Lord_of_War#Moving_guns_vs_buying_new_ones.|See above]]. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:04, 19 May 2016 (EDT)&lt;br /&gt;
The Lebanese firing squad's sole M16 looks like a Changqing M311, its ribbed handguard seems to straight compared to the sample picture A2's.--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 03:46, 27 July 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1196740</id>
		<title>Talk:Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1196740"/>
		<updated>2018-07-10T16:09:01Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like UbiSoft will be revealing the gameplay on Friday (May 26th) but, for now, they have released a teaser image. Looks like the game is set in Montana and the villains are a crazy, religious cult (Like the Westboro Baptist Church, I guess).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:42, 24 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:FarCry5_Teaser_Poster.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
:Wonder if the enemies will all still be running around with AK-103s and P416s as they have been in the last two games...., also, I hope they paid the NFA tax on those short-barreled carbines or we'll be ATF simulator-ing that dog.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 24 May 2017 (EDT)&lt;br /&gt;
::I bet it'll be full auto weapons all around because Ubisoft, a French company with developers in Canada thinks every American is a white red neck with full auto M16s in their back yard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:::To be fair, a combination of black market usage, home gunsmithing/machining, and theft could net one a fair amount of fully-automatic weaponry (especially if, as seems to be the case here, the group in question effectively operates without any law enforcement supervision), but still, there have to be some limits. Full-auto converted AR-15 carbines and Luty-style SMGs I could understand; FAMASes and QLZ-87s, well, I'd be a fair bit less forgiving. Then again, this is Far Cry, so it's not exactly meant to make a whole lot of sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:27, 24 May 2017 (EDT)&lt;br /&gt;
::::Ubisoft just doesn't care all that much about realism and prefers to include cool guns in their games. I can't imagine the weapon set in Far Cry 5 will be any attempt at a political statement at all, though people will certainly take it as such given the new setting. It's gonna be a big amalgamation of different cool to use but ultimately probably not very realistic weapons. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:29, 25 May 2017 (EDT)&lt;br /&gt;
To be serious, aside from how this may be a dumb story plot, I do hope they use different weapon templates. I will be pissed if I see the same AK, POF 416, SIG and for the love of God, there better not be any FAMASs in this game set in America. Also, the image already confirmed RPGs...even though really no one can get them here [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:Nah, man, they're totally gonna keep reusing weapons from previous games. I mean, it's apparently not an Ubisoft game these days if it doesn't have the Far Cry 3 P416 model in it somewhere (I'm legit surprised they haven't thrown it into R6 Siege yet), plus there's all these other models from Watch_Dogs 2 and Wildlands just begging to be put into another game or two... [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:54, 25 May 2017 (EDT)&lt;br /&gt;
::in all seriousness though I would love at least a different AK model or something. This one's gonna be set in America, give us a 5.56mm AK. Wouldn't even need much work to turn the AK-103 model into a believable AK-101, I'd like to imagine. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:56, 25 May 2017 (EDT)&lt;br /&gt;
:::The P416 actually [http://cdn.edgecast.steamstatic.com/steam/apps/359550/header.jpg?t=1495046645 shows up] in the initial startup screen of Siege, lol. Also, there's no reason why an AK in America has to be 5.56; it just shouldn't be an AK-100 series since those aren't exactly imported in America (Arsenal SLR is probably the closest thing).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:43, 25 May 2017 (EDT)&lt;br /&gt;
I'm just hoping they're let you use more than 3 attachments in the single player.&lt;br /&gt;
:Honestly, it's not even the &amp;quot;3 attachment&amp;quot; trope that pisses me off the most, but it's the fact that Ubisoft actually locks some attachments to multiplayer only and you have to download a patch to be able to use them in SP. (Like the SPAS-12 suppressor and the SVD illuminated sight). Nobody even plays Far Cry multiplayer, so why even bother doing that??? --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:25, 25 May 2017 (EDT)&lt;br /&gt;
::On the subject of attachments, here's hoping that extended magazines actually change the weapon models now. Now, a lot of these changes that we hope for aren't likely, but hey, a man can dream. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:08, 25 May 2017 (EDT)&lt;br /&gt;
To be fair, the RPG-7 is one of few (common) reusable rocket launcher out there, so if they're gonna include any at all (which they will, because it's Far Cry, come on), is not a poor choice. The Desert Eagle and MP5 will also likely return, seeing as how they've been in every major Far Cry game to date. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:23, 25 May 2017 (EDT)&lt;br /&gt;
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I hope they really switch up the current Far Cry formula of &amp;quot;you must defeat le psychotic bad guy by capturing ALL the radio towers&amp;quot;, but knowing Ubisoft, probably not. Also, $50 on there being at least one Buford T. Justice caricature of a southern police officer. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:22, 25 May 2017 (EDT)&lt;br /&gt;
:Nice job out there! Only 5 more bell towers to go and you can buy an RPG from an unsuspecting gun store, because obviously that's how it works in America! --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:16, 25 May 2017 (EDT)&lt;br /&gt;
::They're going to set it in an Amish community, so all this will be new to them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:22, 25 May 2017 (EDT)&lt;br /&gt;
:::I can't find the pic, but someone did photoshop the image so it said Duck Dynasty 5 instead. That made me chuckle.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 01:02, 26 May 2017 (EDT)&lt;br /&gt;
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Grrrrhhh it will be a Far Cry 3/4 just with a different skin (hero join a La Resistânce group for defeat the Bad Guy/Guys)... they should had done something revolutionary like they did Far Cry 3. It didnt look the same to Far Cry 2, and if werent for the title you won't even assume they were same series...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:42, 29 May 2017 (EDT)&lt;br /&gt;
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Well I've pre-ordered my copy, based on the knowledge that /k/ will hunt me down and kill me if I don't screencap this. Let's just hope it doesn't have some godforsaken random multiplayer unlock system to stash weapons behind like the CoD games decided to have. And doesn't need me to grind for hours in a phone app to get one of the unique weapons, that would be nice too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:33, 25 March 2018 (EDT)&lt;br /&gt;
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== Trailer Dropped ==&lt;br /&gt;
Well, [https://www.youtube.com/watch?v=Kdaoe4hbMso UbiSoft] dropped the trailer and it looks good. In terms of weapons, I don't think I saw any from the previous games (thankfully), but I did see two shotguns I couldn't ID, what looks to be a PDW, an AK-74, and a VERY quick shot of a revolver. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:18, 26 May 2017 (EDT)&lt;br /&gt;
: Looks like there's a Remington 870 with wooden furniture as well, and another short-barreled &amp;quot;cruiser&amp;quot; pump-action with polymer furniture, Browning M2HBs on the technicals, a MAC-10/11. According to the Far Cry website, the game's AR-type gun is called the &amp;quot;AR-C&amp;quot;, and doesn't look to be based on any particular AR variant (that I know of), though the selector switch looks kind of like an HK's. The sawed-off &amp;quot;D2 Shotgun&amp;quot; from Far Cry 4 appears to be returning, but with a new model this time (thank god it's not the cut down Double Rifle.) Though this time around it looks like it was manufactured that way, seeing that it has front sights and a proper finish, making it technically not &amp;quot;sawed-off&amp;quot; at all. The 1911 is also back, and also has a new model. Looks to be an amalgamation of several M1911 variants (Springfield Armory, Kimber, etc.)   rather than a single one.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 16:44, 26 May 2017 (EDT)&lt;br /&gt;
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::I've never been particularly good at telling pump-action shotguns apart (unless it's a SPAS-12 or maybe an Ithaca they really all look nearly the same to me), but taking a close look at the shotgun in the trailer and comparing it to screenshots from Far Cry 4, I think it ''might'' possibly be the FC4 M133 model. Again. Damnit. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:15, 27 May 2017 (EDT)&lt;br /&gt;
:::If you watch the character trailers, you can see it's not the same model (it's especially clear at the end of the one set in the bar.) It's got a much longer barrel and a shorter magazine tube than the MP133. Which is good, because not only is reusing the models dumb, but the Baikal is also a pretty bad choice in rural America when you have the equally common and near-identical M870. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:09, 28 May 2017 (EDT)&lt;br /&gt;
::::Is the MP133 a copy of R870? From what I know, it's just further development of Baikal-81, which seems to be quite an independent development. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:30, 28 March 2018 (EDT)&lt;br /&gt;
::Here's an amalgamation of several trailers into one, giving some good shots of some of the weapons: https://www.youtube.com/watch?v=sxav5An1sAs    [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:53, 26 May 2017 (EDT)&lt;br /&gt;
Luckily Ubi decided to get it together and give most of the weapons new models this time around. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 02:27, 28 May 2017 (EDT)&lt;br /&gt;
::I think that the reason the AR and 1911 don't seem to be based on any particular model might be intended to reflect how people will custom build their AR's and 1911's rather than just buying a full one off the shelf A LOT nowadays, which is something I've been wanting to see in a game for a while.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:35, 28 May 2017 (EDT)&lt;br /&gt;
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== Gun Wishlist ==&lt;br /&gt;
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What do you folks want? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:24, 29 May 2017 (EDT)&lt;br /&gt;
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: Well already there appears to be some kind of high caliber lever gun from what I see from the trailer. Guide gun maybe? I'd love a Browning BLR, maybe a BAR Safri as a Hunting/Sniper Rifle too. I'm fully expecting some kind of AK as well, whether it be a video game mashup or maybe even a civi variant like a Romanian WASR converted for full auto, because I highly doubt FC5 will have fire controls for selective fire. Also expecting some more Revolvers too, although I'm hoping for a more traditional .357 revolver over the .44 Magnum. [[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 12:08, 29 May 2017 (EDT)&lt;br /&gt;
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:I'm just hoping we get a few of the &amp;quot;American classics&amp;quot; in there - Single Action Army, Thompson, M1 Garand, etc. Older American movie guns like the TEC-9, MP5A3, Winchester 1887, and Desert Eagle, all of which have been in FC games in the past, hopefully will reappear as well (some, like the MAC-10 are already confirmed.) --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:11, 29 May 2017 (EDT)&lt;br /&gt;
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:The Coonan, though that's probably hoping for too much, considering how obscure the damned thing is. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:17, 29 May 2017 (EDT)&lt;br /&gt;
::Aaaand cue this random guy listing off a bunch of stuff that's varying degrees of strange, and will never get into the game: A Ruger PMR-30, a Chiappa Rhino, literally anything made by Mateba, a COP 357, a Taurus Judge, a Thompson Center Contender, a Magnum Research BFR, a Remington XP-100, an Arsenal AF2011A1, an HK VP70M, a Ruger 10/22, with a 25-round BX-25 magazine and an aftermarket full-auto trigger pack (yes, those exist, and they are absolutely hilarious), an American-180, an AR-18, an M2 Carbine, an STGW-57, an Ithaca MAG-10 Roadblocker, a Chiappa Triple Threat, a DP-12, an SRM M1216, a K31 with an optional aftermarket scope mount, a Mossberg 464 SPX, a Hadar II, an HK SL8, the .700 Nitro side-by-side from FC4, a Kel-Tec RFB, a Lahti L-39, an M2 Flamethrower (to replace the jury-rigged LPO-50 from the earlier games), a Manville Gas Gun, a Gyrojet, a Hawk MM1... on one hand, listing off all these random-ass weapons makes me happy; on the other hand, realizing that they'll never be in this game (and, most likely, a fair amount of them won't be in many/any games at all) makes me sad. Yours truly dishonestly, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 29 May 2017 (EDT)&lt;br /&gt;
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:I'd kill for not the Colt Python, but its more obscure just-as-cool cousin the [[Colt Trooper Mk III]] ( 4in. blued is a must ). Pistols I would like would be the [[SIG P210]], a [[First Model CZ 75]], the [[AMC Auto Mag Pistol]], the [[Smith &amp;amp; Wesson 39]], and a [[Mauser HSc]]. The only other thing is to have a [[Federal Gas Riot Gun]] as a launcher. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:55, 29 May 2017 (EDT)&lt;br /&gt;
::An M9A3, Browning Hi Power, Glock 19, the Judge someone mentioned earlier, the M500 (because ''Far Cry''), and the M29 for handguns/magnums. A good old tried and true AR-15 as a basic rifle would be nice, along with the Mini-14 and maybe a full-size M14 for DMRs, the expected AK and M16 variants for assault rifles, an M1903 (ala ''Far Cry 2''), M1 (which you can upgrade into an M1-C), and some form of Barret rifle for snipers, the 870, Ithaca (with mods for making it a Stakeout), KSG, and some form of Armsel drum-fed shotgun for shotguns, and the tried and true M249, M60, and M2 for machine guns of various flavors. I'd also like to see the M79 come back from ''Far Cry 2'' because it adds such a new dynamic to gunplay. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:30, 29 May 2017 (EDT)&lt;br /&gt;
:::For the record, the M79 was also in ''Far Cry 4'', and it was awesome there too, I'd love for it to make another return. Personally, I'd also like to see a FAL of some variety (preferably a full-size model just so they at least have to put ''some'' work into it instead of just copying over the ''Future Soldier''/''Blacklist'' SA58 and calling it a day) and some more revolvers. Maybe a Charter Arms Bulldog, they could make the Signature version into the ''Blade Runner'' gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 00:34, 30 May 2017 (EDT)&lt;br /&gt;
::::If they do that, it needs to fire rifle rounds, ''a la'' ''Fallout New Vegas.''--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:52, 3 June 2017 (EDT)&lt;br /&gt;
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They should add civilian variants of military guns like the [[ARX-160|ARX-100]], the Texan-buiod [[MSBS]],[[SCAR-L]], the [[SIG-Sauer P320]] that is now standard of US Army,Glocks,[[SR-47]]...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:51, 30 May 2017 (EDT)&lt;br /&gt;
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I wish for an actual regular Glock. G17, or G19 and it isn't a full auto Glock as the default. Make the full auto Glock a special gun you get later. For handguns, an M&amp;amp;P series, maybe in .40 since your character will be a cop of sorts or LEO. For new gun flavors, I want to see the MPX, Scorpion Evo 3, MDR. Let's see some Kel-tec guns like their KSG, even though it isn't really a new hotness anymore or the RFB or the RDB. There are so many guns in America to choose from. I want to see an SKS or something [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:43, 30 May 2017 (EDT)&lt;br /&gt;
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Personally I'd love to see some factual basis for the guns in this game. Having the likes of say an ultimax or PKP say just doesn't fit. I'd also like say a Krebs or Rifle Dynamics AK. Both are good US made platforms and not seen in a VG before. Also ditch the staple weapons. No desert eagle, no P416, no AK103 variant. &lt;br /&gt;
A decent domestic AR15 variant would be nice as opposed to the standard M4/M16 we see from typical VG. Also add a glock, a SIG and a SCAR H/RFB instead of the ACE.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:26, 2 June 2017 (EDT)&lt;br /&gt;
:The Desert Eagle would make more sense in the American setting than any of the other Far Cry games, ironically enough. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:10, 2 June 2017 (EDT)&lt;br /&gt;
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The 2016 version would be awesome.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:11, 2 June 2017 (EDT)&lt;br /&gt;
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I wouldn't mind them bringing back the Tec-9. Add a MAC-10 with the big old suppressor would be cool. I seriously doubt a non-American company like Ubisoft to be aware of specific custom gun makers like Rifle Dynamics or Taran Tactical unless those companies reach out to Ubisoft to have their guns represented or someone on the design team reach out to them [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:56, 2 June 2017 (EDT)&lt;br /&gt;
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Mac-10 in place of tec9 from FC4 wold be nice with the huge suppressor as the signiture edition. With regards to desert eagle, its really accurate but for me its an overused hollywood wonder weapon bit like Glock 18. I'd prefer a nice S&amp;amp;W or Colt revolver in the classic VG &amp;quot;hand cannon&amp;quot; slot instead. With regards to RD, Krebs, or TT I am sure Ubisoft have google? Activision seems to make great use of it for their weapon choses. It was my personal wishlist hence the addition of an american based AK designer. If they wanted an authentic setting rather than just re-use guns from R6 siege and watch dogs then perhaps they could have done some research? I do love Ubisoft but they are definitely following the COD rinse and repeat when it comes to firearms. A classic 1911 would be nice perhaps with the back story that it was the main characters Grandads piece from WW2. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:24, 2 June 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
https://postimg.org/image/jatr0x2id/ &amp;amp; https://postimg.org/image/hkapzfkz9/&lt;br /&gt;
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Ubisoft uploaded a few screenshots to their website, these are high def variants. They look doctored to me, but assuming this is anything like what the game will be (ha ha), there are a few things that stick out: the WW2 plane in the second image is definitely a frankenplane, a bastard child of a Ju 87 and Bf 109 by the looks of it. It looks like the rear facing MG15 has been replaced by a Browning M2, or maybe an AN/M2 (something I'm okay with, because an actual firing MG15 would make very little sense.) Also, in the first image, you can see the ally on the right has an AR-type that's very similar to the one the player &amp;amp; enemies are holding, but it's a longer-barreled variant and has a custom paint job (and no sights at all, ugh.) This, combined with the fact that there are even more AR-types shown in promo images or trailers makes me think that weapon customization will actually be somewhat extensive in this game, rather than the &amp;quot;two attachments per gun&amp;quot; thing Far Cry 3 &amp;amp; 4 had going. It COULD just be a signature rifle or something, but I'm willing to bet it might be more. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 11:44, 2 June 2017 (EDT)&lt;br /&gt;
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I can already tell the AR has the front sight on backwards...like the last game. The rail kinda reminds me of Daniel Defense's new M-Lok rail [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:57, 2 June 2017 (EDT)&lt;br /&gt;
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== E3 footage ==&lt;br /&gt;
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There's a revolver, AR-15-based assault and sniper rifles, a shotgun, an AK, and several pistols from what I can see: https://www.youtube.com/watch?v=YNbtgJreV80 --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:01, 12 June 2017 (EDT)&lt;br /&gt;
:No video anymore, it's been taken down. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 23:02, 12 June 2017 (EDT)&lt;br /&gt;
::https://www.youtube.com/watch?v=WX_h8rneDxU Pretty sure this is the same video as the one taken down.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:36, 13 June 2017 (EDT)&lt;br /&gt;
: Said sniper rifle has a telescoping that's fully retracted. What exactly did the developers think the lever was for? --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 04:08, 13 June 2017 (EDT)&lt;br /&gt;
: Well, the chick shooting it does look kinda short, maybe it sits better on her shoulder like that. I mean, that ''is'' the idea behind adjustable stocks after all. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 04:44, 13 June 2017 (EDT)&lt;br /&gt;
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== Sad News... ==&lt;br /&gt;
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New firearms confirmed are : Fabarm FP6,M4A1(yeah),M11A1 variant,MBP.50 (high caliber rifle).&lt;br /&gt;
Sad News?&lt;br /&gt;
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Suspance...&lt;br /&gt;
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Another bit..&lt;br /&gt;
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Most of them are recycled. So we get the usual arsenal. AGAIN. So pissed.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:11, 12 July 2017 (EDT)&lt;br /&gt;
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:: Where did you get any of this information? I haven't seen anything recycled thus far, except for the Vz.61 Skorpion on the game's expanded cover which is clearly the same as the one in Ghost Recon: Wildlands (or at least rendered the same.) But even that doesn't confirm it'll be ingame that way, or in the game at all for that matter. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 10:18, 22 July 2017 (EDT)&lt;br /&gt;
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I get it on the wikia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:09, 4 September 2017 (EDT)&lt;br /&gt;
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:: The Far Cry wiki is poorly maintained and none of the recycled guns listed there are sourced, nor have they appeared in any promo material I could find. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:40, 17 September 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_car_293319.jpg&lt;br /&gt;
I can't figure out what the hell the gun in the technical is, though it kinda looks like an M60D, and the guy in the Mustang has what looks like a FABARM with wood furniture and rifle sights.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_coop_293329.jpg&lt;br /&gt;
That looks like the original 9mm MAC-10, and the guys on the ground are probably using the AR-C they mentioned earlier.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_dog_293337.jpg&lt;br /&gt;
Once again, the AR-C and a guy with only one kneecap.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_cult_293335.jpg&lt;br /&gt;
And the M1911 again, I thought it had a tan frame, but that's just the lightning.&lt;br /&gt;
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Question, since the trailer dropped already, shouldn't we make the page and not just stick around here? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:30, 1 August 2017 (EDT)&lt;br /&gt;
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== Weapon classifications  ==&lt;br /&gt;
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Is it accurate to list machine pistols as SMGs and the flamethrower as a launcher? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:31, 24 December 2017 (EST)&lt;br /&gt;
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:The Skorpion is called an SMG as often as it's called a machine pistol, and a flamethrower is a launcher. It launches flames. More to the point flamethrowers usually get put in launchers because it's rare for there to be more than one of them in a given work so giving them their own category is a bit silly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:46, 24 December 2017 (EST)&lt;br /&gt;
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::Sure,I can see how the Skorpion qualifies but not the MAC. I don't see any reason why flamethrowercan't be categorised as&amp;quot;other&amp;quot;. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:52, 24 December 2017 (EST)&lt;br /&gt;
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:::MAC-10 is also classified as an SMG at least as often as it's called a machine pistol. SMG at least benefits from having a real definition (pistol calibre automatic) while with machine pistol once you get outside auto versions of actual pistols you're left spinning in the wind mumbling about form factors. And every other Far Cry page lists the flamethrower under launchers, it's something of a standard. I don't think it's worth fretting over. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:05, 24 December 2017 (EST)&lt;br /&gt;
::::Well as far as I can tell an SMG is an automatic or select fire weapon with a carbine length barrel and chambered ina pistol cartridge. That description doesn't fit either gun. Also I still think it's wrong to list a flamethrower as a launcher. I can't be the only one who thinks it's bizarre that liquid propellants and rockets are the same according to this page. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 16:50, 24 December 2017 (EST)&lt;br /&gt;
:::::Naw, that definition doesn't work because there's some SMGs that ''don't'' have carbine-length barrels: for example, the TDI Vector's barrel is only 5.5 in, only half an inch longer than an M1911's, while an MP5K's barrel is ''shorter'' than an M1911's at 4.5 in, which is the same length as a Skorpion's and 0.01 in longer than a MAC-10's. [[Kedr PP-91]] only has a 4.7 inch barrel, too.&lt;br /&gt;
:::::The LPO-50 specifically is a weapon that uses an explosive charge to fire, so is basically a gun that happens to fire a projectile that's liquid. Calling it a launcher is actually completely accurate to how it operates. Also as I said, it's not really worth worrying about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:02, 24 December 2017 (EST)&lt;br /&gt;
:::::: Bah, we've long rolled machine pistols into SMG categories with a few exceptions those being the rather few automatic variants of otherwise semiauto-only pistol model-groups (Glock, Beretta, CZ). MAC-10/11, Skorpions, Mini/Micro Uzi, etc are not related to sidearm-vein handguns and thus they fill more a SMG aesthetic while still also meeting all the other criteria (pistol caliber, select fire, and many have folding or detachable stocks allowing them to be technically 'shoulder fired'). Barrel length is rather irrelevant as Tim pointed out - I'll add that longer barreled guns like the Calicos and the earliest 'sub' guns are likewise listed as SMGs as they meet the other requirements while having barrel lengths as long as many rifles. An aside, I'm not seeing the difference between Skorpions and MACs in this discussion at all. Anyway, all-told yes it is.. if not 'accurate', then certainly not improper to categorize them as such. The alternative is come up with a 'machine pistol' category which really just opens up another can of worms. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; As for the flamethrower, that is even less of a question mark, since as ET noted, it is indeed technically a launcher that propels flame instead of grenades or rockets. What it propels is rather irrelevant in this regard. I'd put gas dischargers under the same, also. Anyway, no one is saying they're the &amp;quot;same&amp;quot;, just that they share some similar characteristics enough to be grouped together. A Blunderbuss and a AA-12 are certainly not the same except for the single fact they both fire shot - which is enough to categorize them both in one section. Now while I grant flamethrowers are generally put in 'other' sections in many other pages, those pages also don't diversify into explosives and launchers as is done here - hand grenades and rocket launchers would be lumped with them. That and the 'other' section is already used for another purpose it seems - it would be bizarre to do it that way here by my reckoning. Now I suppose the launchers and explosives could all be lumped together into an 'other' section while the existing other with the listing about the cover weapons could be renamed 'special' or something. But as said, this is part of a series with this one weapon listed a certain way and I would lean to keeping it so for the sake of consistency among the set, especially when it's not improperly listed otherwise. Bottom-line, I more agree with Tim in that this ain't worth making a stink about - and this coming from someone who has made stinks about things of this sort in the past. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:27, 24 December 2017 (EST)&lt;br /&gt;
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== Possible lever gun in trailer  ==&lt;br /&gt;
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At around 43 seconds in the Announcement Trailer you can someone hunting a deer with what appears to be some sort of lever action rifle, though you can't see a lever so it might be a semi-auto sporting rifle. If someone can ID this should it be added? I don't think it's gameplay footage so I'm not sure if this counts. Also, I hate to bring up categories again but if this gun is in the game then the categories need a small overhaul. It's not really a sniper and it certainty isn't an AR. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:06, 28 December 2017 (EST)&lt;br /&gt;
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== Marlin 1895 ==&lt;br /&gt;
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What makes this a &amp;quot;Sniper Rifle&amp;quot;? You can tell from my post history that I am a bit pedantic but I don't see how an unscoped lever action rifle qualifies as a sniper. Has this just been categorised as such for simplicity's sake or am I missing something here? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 19:45, 9 March 2018 (EST)&lt;br /&gt;
:I think it’s classified as so in game and can mount the sniper scopes, so that’s the reason.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:50, 9 March 2018 (EST)&lt;br /&gt;
:If it's in the sniper rifles category in the game it's probably treated as one in terms of things like the ammo it uses and the upgrades it gets. It's probably just that the low-tier sniper rifles don't come with a scope by default. Might change it to &amp;quot;Sniper / Marksman Rifles&amp;quot; I suppose. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 10 March 2018 (EST)&lt;br /&gt;
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== Moved ==&lt;br /&gt;
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I'll take a look for some evidence of these later, but if it's just finding names in the game files that's not worth including. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:03, 28 March 2018 (EDT)&lt;br /&gt;
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== Click sounds ==&lt;br /&gt;
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Can somebody explain to me why some games such as this one and CS:GO have those ANNOYING empty click-like sounds simultaneously with each round that you fire, when your magazine is almost empty? (no matter if your weapon is full-auto or bolt-action) CoD WWII has also has this, albeit on the last round only. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:09, 29 March 2018 (EDT)&lt;br /&gt;
:It's supposed to help you keep track of your remaining ammo since the HUD element for the ammo counter is so small, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 29 March 2018 (EDT)&lt;br /&gt;
::I had it in my mind that it's for this reason, but if it's merely for this one it's stupid (not to mention that the HUD is still visible in these games), and as I've said, really annoying (and loud compared to the firing sound), especially on automatic weapons. Now on the opposite end of the scale, I somehow remembered Operation Black Mesa, which was supposed to come out as a remake for Half-Life: Opposing Force, and where apparently there wouldn't have been any HUD at all, so you'd have your character check the chamber before reloading. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 29 March 2018 (EDT)&lt;br /&gt;
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== Lackluster gun selection ==&lt;br /&gt;
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I was honestly hoping for more stuff and weird that not a single American made shotgun. Was hoping for the MDR or UMP, or other variants of M4s or something. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:34, 29 March 2018 (EDT)&lt;br /&gt;
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Hope (County) that there will be &amp;quot;DLC&amp;quot;s like in [[GTA V]] or [[Ghost Recon: Wildlands]]. In this times game are rarely released full finished. But yeah you are right. For my opinion they should take off the &amp;quot;Prestige&amp;quot; variants and replace them with completely different guns. The U.S. of A. are the lands of guns! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:48, 30 March 2018 (EDT)&lt;br /&gt;
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Seems like I were right...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:49, 20 June 2018 (EDT)&lt;br /&gt;
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== 1911 ==&lt;br /&gt;
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I don't think the 1911 is based on any S&amp;amp;W model as the in-game gun has no external extractor, as all SW1911s have. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:57, 4 April 2018 (EDT)&lt;br /&gt;
:They probably just forgot to put it there, like the belt box on the M60. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:34, 4 April 2018 (EDT)&lt;br /&gt;
:: I feel like they went with a different model of Kimber for the 1911, other then the front serrations, it reminds me a lot of the Kimber Two Tone. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 22:59, 4 April 2018 (EDT)&lt;br /&gt;
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== ArtStation for Lead Artist ==&lt;br /&gt;
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Not sure if it would be useful, but I found the Artstation for the lead artist at Ubisoft Montreal, [https://www.artstation.com/grassam Greg Rassam], who's got many pictures of their weapon assets. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:57, 7 April 2018 (EDT)&lt;br /&gt;
:It's kind of neat to look at, but I wouldn't really use those on the page because (a) they're watermarked and (b) they're high-poly models rather than the in-game assets. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:52, 7 April 2018 (EDT)&lt;br /&gt;
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== AR-C ==&lt;br /&gt;
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I don't understand why the description on the page seems to imply that it's some sort of frankenrifle. To me, it seems like it was obviously supposed to be some sort of fictional custom AR15 carbine build, rather than some sort of rifle &amp;quot;inspired&amp;quot; by the AR15. --[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 15:07, 14 April 2018 (EDT)&lt;br /&gt;
:The word &amp;quot;inspired&amp;quot; is only used with regard to how the receiver is put together, and that's because the rear part of the receiver doesn't seem to come together in quite the same way an AR upper and lower would. The name would lead people to think it's supposed to be an ACR, it does have some gross features of an ACR, but it has features an ACR wouldn't have but an AR would. It looks rather like someone who ''almost'' knew the mechanics of the AR tried to design an AR that looked like an ACR, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:41, 14 April 2018 (EDT)&lt;br /&gt;
::I think I see your point now about the receiver. For reference, [http://ar15barrels.com/tech/armalite-dpms4.jpg| this] is an example of a slanted AR10 upper on a more typical (DPMS) curved lower.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:57, 14 April 2018 (EDT)&lt;br /&gt;
::: I feel like the weapons designer took some inspiration from the [https://www.evike.com/products/45913| Mega Arms MKM Airsoft Rifle], other than the markings and rail system, the upper looks quite similar. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 00:36, 15 April 2018 (EDT)&lt;br /&gt;
::::I think I've got it:&lt;br /&gt;
::::[[Image:MATEN.jpg|thumb|none|600px|Mega Arms MATEN ambi billet upper and lower set - .308]]&lt;br /&gt;
::::[[Image:AR-C image.jpg|thumb|none|600px|&amp;quot;AR-C&amp;quot;]]&lt;br /&gt;
::::Obvious basis, though still not quite the same, can chalk that up to modelling error. Looks like they referenced the .308 MATEN for most of the receiver but copied the magwell from one of the company's 5.56mm lowers onto it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:23, 15 April 2018 (EDT)&lt;br /&gt;
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== Weird Weapons explanation found... ==&lt;br /&gt;
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Well, in a note somewhere in the game is stated that the cult got their guns from a dealer in South America (remember Longinus in the previous game?). While seems weird for US made guns, it does make sense for foreign guns like [[Baikal MP-133]] and the [[LPO-50]], that were sold by Longinus in Far Cry 4. Remember that he was so religious? Well, he just found a group of religious people like him, who just needed guns because wanted to kill people and commit atrocieties in peace. Also the guns that are unlocked by Resistance Points, this can be explained by the fact that the Cult's Leader are smart and maybe hidden the buyed guns in some stash/armory/whatever, and later found by the Resistance. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:24, 6 June 2018 (EDT)&lt;br /&gt;
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== Vietnam DLC has been released. ==&lt;br /&gt;
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New guns: M16A1, SVD, silenced CZ527, Mossberg 500, M60 Vietnam era model. The RPG Vietnam era model is usable in the DLC.&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 06:11, 6 June 2018 (EDT)&lt;br /&gt;
:I think you'll find that &amp;quot;Mossberg&amp;quot; is just a reskin of the Baikal again. They trick you by writing &amp;quot;MN500&amp;quot; on the side. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:15, 6 June 2018 (EDT)&lt;br /&gt;
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== Musket ID and S-20 in editor ==&lt;br /&gt;
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[[File:farcry5musket.jpg|thumb|none|600px|The muskets on the editor.]]&lt;br /&gt;
Also in the prepatched version I seen a rusted S-20 from Far Cry 4. I would had made a screenshot if I knew that they would had remove it.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:55, 19 June 2018 (EDT)&lt;br /&gt;
:Those are the flintlock Enfields from ''Black Flag'', I'll have to add them at some point. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:57, 19 June 2018 (EDT)&lt;br /&gt;
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== Should weapons that aren't accessible in gameplay be added to the &amp;quot;other&amp;quot; section ==&lt;br /&gt;
[[Far Cry 2]]'s weapon page has it this way, where the weapons that cannot be used in the game are kept in a separate section to the ones that can be. Might make sense considering most people looking here would probably be more interested in the weapons that are actually usable in the game than ones that appear in cutscenes or as world objects, but feedback would be nice. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 21:00, 3 July 2018 (EDT)&lt;br /&gt;
:FC2 just does that because it's ordered using the system the game itself uses to classify the weapons. There's no such system in this game (or rather there is, but it classifies the M79 as a sidearm so it can go away until it's sobered up), so no real reason not to classify weapons by what they are. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:06, 3 July 2018 (EDT)&lt;br /&gt;
:Also someone on reddit posted an image of the Ubisoft Club app, which was updated incorrectly and more less confirmed that the next gun unlock is an MG42.&lt;br /&gt;
:[[Image:V82ybs9prr711.jpg|thumb|none|200px]]&lt;br /&gt;
:I think they might have confused Montana with Germany. Can't really put it on the page yet, but just thought it was worth noting. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:14, 3 July 2018 (EDT)&lt;br /&gt;
::Still rolling my eyes at the mostly mediocre amount of guns. No Glocks, or even the S&amp;amp;W M&amp;amp;P guns or the MPX. Lack of creativity [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:32, 3 July 2018 (EDT)&lt;br /&gt;
:::Hope they will add it later... anyway why isn't the MG42 on the page?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:53, 4 July 2018 (EDT)&lt;br /&gt;
::::What MG4, what are you talking about? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:56, 4 July 2018 (EDT)&lt;br /&gt;
:::::Whas MG42, like in tye description... &amp;quot;if you pass the personal challenge you will get a MG42&amp;quot;...&lt;br /&gt;
::::::It's an error on the app, you don't get the MG42, you get the Luger. But the fact they had that block of text pre-written suggests it's probably the next weapon release. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:01, 4 July 2018 (EDT)&lt;br /&gt;
:::::::Well, thanks for having saved me from completing the stupid useless challenge 'cause I was really hoping for the MG-42. Mah I personally hate the silly variants. Anyway I bet 100 euros that ALL the guns from the previous Far Cry games (at least FC3 and FC4) will be rewards from Live Events.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:05, 4 July 2018 (EDT)&lt;br /&gt;
::::::::The VHS is a new weapon to the series and not even a reskin of the FAMAS, so who knows. Maybe we'll get more new guns. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:34, 4 July 2018 (EDT)&lt;br /&gt;
:::::::::According to some people who do datamining on the FC5 subreddit (and have been rather reliable in the past), the MG42 and Makarov PB are both fully textured and usable and likely to be included in very near-future live updates. The Webley, Beretta 93R Auto-9, and Mauser M712/C96 are also apparently planned as well, and the FAMAS, Bizon, QLZ-87 and M79 Osa have also shown up (though they're not as certain.) As far as new guns go, there's an LMG called the &amp;quot;Chainsaw&amp;quot; (possibly a KAC, or just a skin variant of the MG42) and a Crye Six12 (set to appear in the Zombie DLC.) There's also still old references to an HK Mark 23 and an &amp;quot;AR-15&amp;quot; rifle, but those have been present since the game released and I have no word on whether or not they've been updated. No word on anything else, but it's always possible more could show up, and like another user said above, it does seem likely that we can at least expect the majority of the FC3/FC4 arsenal before Ubisoft is done with the game. But obviously nothing is 100% confirmed until it's either in the game or Ubisoft announces it themselves. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 21:54, 4 July 2018 (EDT)&lt;br /&gt;
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The Mark 23 was a cut gun in FC3, I guess because it was a spec ops gun that was simply out of place. But in US is another story.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:29, 5 July 2018 (EDT)&lt;br /&gt;
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Sure enough, leaks confirm some new weapons - the MG42, Auto-9, Makarov PB, Bizon, Winchester 1887, and QLZ-87. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 12:38, 7 July 2018 (EDT)&lt;br /&gt;
: Please don't upload leaked images. The all-blue weapons (that's the default &amp;quot;not found&amp;quot; texture) are more likely to be placeholders, mind you. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:09, 7 July 2018 (EDT)&lt;br /&gt;
:: Okay, but those have actually appeared with their new stats/descriptions as of newer updates. The fact that they're untextured just means that they're not planned for the immediate future - however, there's really no reason they would add menu names or descriptions in the most recent patch if they didn't intend to add them. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:08, 7 July 2018 (EDT)&lt;br /&gt;
MG42 is confirmed in the new event Slugger! God damn it, Hope Country is turning into Courland, Latvia at this rate.&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 12:09, 10 July 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1196739</id>
		<title>Talk:Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1196739"/>
		<updated>2018-07-10T16:08:42Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
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&lt;div&gt;Looks like UbiSoft will be revealing the gameplay on Friday (May 26th) but, for now, they have released a teaser image. Looks like the game is set in Montana and the villains are a crazy, religious cult (Like the Westboro Baptist Church, I guess).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:42, 24 May 2017 (EDT)&lt;br /&gt;
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[[File:FarCry5_Teaser_Poster.jpg|thumb|none|500px|]]&lt;br /&gt;
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:Wonder if the enemies will all still be running around with AK-103s and P416s as they have been in the last two games...., also, I hope they paid the NFA tax on those short-barreled carbines or we'll be ATF simulator-ing that dog.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 24 May 2017 (EDT)&lt;br /&gt;
::I bet it'll be full auto weapons all around because Ubisoft, a French company with developers in Canada thinks every American is a white red neck with full auto M16s in their back yard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:::To be fair, a combination of black market usage, home gunsmithing/machining, and theft could net one a fair amount of fully-automatic weaponry (especially if, as seems to be the case here, the group in question effectively operates without any law enforcement supervision), but still, there have to be some limits. Full-auto converted AR-15 carbines and Luty-style SMGs I could understand; FAMASes and QLZ-87s, well, I'd be a fair bit less forgiving. Then again, this is Far Cry, so it's not exactly meant to make a whole lot of sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:27, 24 May 2017 (EDT)&lt;br /&gt;
::::Ubisoft just doesn't care all that much about realism and prefers to include cool guns in their games. I can't imagine the weapon set in Far Cry 5 will be any attempt at a political statement at all, though people will certainly take it as such given the new setting. It's gonna be a big amalgamation of different cool to use but ultimately probably not very realistic weapons. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:29, 25 May 2017 (EDT)&lt;br /&gt;
To be serious, aside from how this may be a dumb story plot, I do hope they use different weapon templates. I will be pissed if I see the same AK, POF 416, SIG and for the love of God, there better not be any FAMASs in this game set in America. Also, the image already confirmed RPGs...even though really no one can get them here [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:Nah, man, they're totally gonna keep reusing weapons from previous games. I mean, it's apparently not an Ubisoft game these days if it doesn't have the Far Cry 3 P416 model in it somewhere (I'm legit surprised they haven't thrown it into R6 Siege yet), plus there's all these other models from Watch_Dogs 2 and Wildlands just begging to be put into another game or two... [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:54, 25 May 2017 (EDT)&lt;br /&gt;
::in all seriousness though I would love at least a different AK model or something. This one's gonna be set in America, give us a 5.56mm AK. Wouldn't even need much work to turn the AK-103 model into a believable AK-101, I'd like to imagine. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:56, 25 May 2017 (EDT)&lt;br /&gt;
:::The P416 actually [http://cdn.edgecast.steamstatic.com/steam/apps/359550/header.jpg?t=1495046645 shows up] in the initial startup screen of Siege, lol. Also, there's no reason why an AK in America has to be 5.56; it just shouldn't be an AK-100 series since those aren't exactly imported in America (Arsenal SLR is probably the closest thing).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:43, 25 May 2017 (EDT)&lt;br /&gt;
I'm just hoping they're let you use more than 3 attachments in the single player.&lt;br /&gt;
:Honestly, it's not even the &amp;quot;3 attachment&amp;quot; trope that pisses me off the most, but it's the fact that Ubisoft actually locks some attachments to multiplayer only and you have to download a patch to be able to use them in SP. (Like the SPAS-12 suppressor and the SVD illuminated sight). Nobody even plays Far Cry multiplayer, so why even bother doing that??? --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:25, 25 May 2017 (EDT)&lt;br /&gt;
::On the subject of attachments, here's hoping that extended magazines actually change the weapon models now. Now, a lot of these changes that we hope for aren't likely, but hey, a man can dream. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:08, 25 May 2017 (EDT)&lt;br /&gt;
To be fair, the RPG-7 is one of few (common) reusable rocket launcher out there, so if they're gonna include any at all (which they will, because it's Far Cry, come on), is not a poor choice. The Desert Eagle and MP5 will also likely return, seeing as how they've been in every major Far Cry game to date. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:23, 25 May 2017 (EDT)&lt;br /&gt;
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I hope they really switch up the current Far Cry formula of &amp;quot;you must defeat le psychotic bad guy by capturing ALL the radio towers&amp;quot;, but knowing Ubisoft, probably not. Also, $50 on there being at least one Buford T. Justice caricature of a southern police officer. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:22, 25 May 2017 (EDT)&lt;br /&gt;
:Nice job out there! Only 5 more bell towers to go and you can buy an RPG from an unsuspecting gun store, because obviously that's how it works in America! --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:16, 25 May 2017 (EDT)&lt;br /&gt;
::They're going to set it in an Amish community, so all this will be new to them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:22, 25 May 2017 (EDT)&lt;br /&gt;
:::I can't find the pic, but someone did photoshop the image so it said Duck Dynasty 5 instead. That made me chuckle.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 01:02, 26 May 2017 (EDT)&lt;br /&gt;
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Grrrrhhh it will be a Far Cry 3/4 just with a different skin (hero join a La Resistânce group for defeat the Bad Guy/Guys)... they should had done something revolutionary like they did Far Cry 3. It didnt look the same to Far Cry 2, and if werent for the title you won't even assume they were same series...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:42, 29 May 2017 (EDT)&lt;br /&gt;
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Well I've pre-ordered my copy, based on the knowledge that /k/ will hunt me down and kill me if I don't screencap this. Let's just hope it doesn't have some godforsaken random multiplayer unlock system to stash weapons behind like the CoD games decided to have. And doesn't need me to grind for hours in a phone app to get one of the unique weapons, that would be nice too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:33, 25 March 2018 (EDT)&lt;br /&gt;
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== Trailer Dropped ==&lt;br /&gt;
Well, [https://www.youtube.com/watch?v=Kdaoe4hbMso UbiSoft] dropped the trailer and it looks good. In terms of weapons, I don't think I saw any from the previous games (thankfully), but I did see two shotguns I couldn't ID, what looks to be a PDW, an AK-74, and a VERY quick shot of a revolver. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:18, 26 May 2017 (EDT)&lt;br /&gt;
: Looks like there's a Remington 870 with wooden furniture as well, and another short-barreled &amp;quot;cruiser&amp;quot; pump-action with polymer furniture, Browning M2HBs on the technicals, a MAC-10/11. According to the Far Cry website, the game's AR-type gun is called the &amp;quot;AR-C&amp;quot;, and doesn't look to be based on any particular AR variant (that I know of), though the selector switch looks kind of like an HK's. The sawed-off &amp;quot;D2 Shotgun&amp;quot; from Far Cry 4 appears to be returning, but with a new model this time (thank god it's not the cut down Double Rifle.) Though this time around it looks like it was manufactured that way, seeing that it has front sights and a proper finish, making it technically not &amp;quot;sawed-off&amp;quot; at all. The 1911 is also back, and also has a new model. Looks to be an amalgamation of several M1911 variants (Springfield Armory, Kimber, etc.)   rather than a single one.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 16:44, 26 May 2017 (EDT)&lt;br /&gt;
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::I've never been particularly good at telling pump-action shotguns apart (unless it's a SPAS-12 or maybe an Ithaca they really all look nearly the same to me), but taking a close look at the shotgun in the trailer and comparing it to screenshots from Far Cry 4, I think it ''might'' possibly be the FC4 M133 model. Again. Damnit. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:15, 27 May 2017 (EDT)&lt;br /&gt;
:::If you watch the character trailers, you can see it's not the same model (it's especially clear at the end of the one set in the bar.) It's got a much longer barrel and a shorter magazine tube than the MP133. Which is good, because not only is reusing the models dumb, but the Baikal is also a pretty bad choice in rural America when you have the equally common and near-identical M870. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:09, 28 May 2017 (EDT)&lt;br /&gt;
::::Is the MP133 a copy of R870? From what I know, it's just further development of Baikal-81, which seems to be quite an independent development. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:30, 28 March 2018 (EDT)&lt;br /&gt;
::Here's an amalgamation of several trailers into one, giving some good shots of some of the weapons: https://www.youtube.com/watch?v=sxav5An1sAs    [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:53, 26 May 2017 (EDT)&lt;br /&gt;
Luckily Ubi decided to get it together and give most of the weapons new models this time around. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 02:27, 28 May 2017 (EDT)&lt;br /&gt;
::I think that the reason the AR and 1911 don't seem to be based on any particular model might be intended to reflect how people will custom build their AR's and 1911's rather than just buying a full one off the shelf A LOT nowadays, which is something I've been wanting to see in a game for a while.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:35, 28 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gun Wishlist ==&lt;br /&gt;
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What do you folks want? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:24, 29 May 2017 (EDT)&lt;br /&gt;
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: Well already there appears to be some kind of high caliber lever gun from what I see from the trailer. Guide gun maybe? I'd love a Browning BLR, maybe a BAR Safri as a Hunting/Sniper Rifle too. I'm fully expecting some kind of AK as well, whether it be a video game mashup or maybe even a civi variant like a Romanian WASR converted for full auto, because I highly doubt FC5 will have fire controls for selective fire. Also expecting some more Revolvers too, although I'm hoping for a more traditional .357 revolver over the .44 Magnum. [[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 12:08, 29 May 2017 (EDT)&lt;br /&gt;
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:I'm just hoping we get a few of the &amp;quot;American classics&amp;quot; in there - Single Action Army, Thompson, M1 Garand, etc. Older American movie guns like the TEC-9, MP5A3, Winchester 1887, and Desert Eagle, all of which have been in FC games in the past, hopefully will reappear as well (some, like the MAC-10 are already confirmed.) --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:11, 29 May 2017 (EDT)&lt;br /&gt;
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:The Coonan, though that's probably hoping for too much, considering how obscure the damned thing is. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:17, 29 May 2017 (EDT)&lt;br /&gt;
::Aaaand cue this random guy listing off a bunch of stuff that's varying degrees of strange, and will never get into the game: A Ruger PMR-30, a Chiappa Rhino, literally anything made by Mateba, a COP 357, a Taurus Judge, a Thompson Center Contender, a Magnum Research BFR, a Remington XP-100, an Arsenal AF2011A1, an HK VP70M, a Ruger 10/22, with a 25-round BX-25 magazine and an aftermarket full-auto trigger pack (yes, those exist, and they are absolutely hilarious), an American-180, an AR-18, an M2 Carbine, an STGW-57, an Ithaca MAG-10 Roadblocker, a Chiappa Triple Threat, a DP-12, an SRM M1216, a K31 with an optional aftermarket scope mount, a Mossberg 464 SPX, a Hadar II, an HK SL8, the .700 Nitro side-by-side from FC4, a Kel-Tec RFB, a Lahti L-39, an M2 Flamethrower (to replace the jury-rigged LPO-50 from the earlier games), a Manville Gas Gun, a Gyrojet, a Hawk MM1... on one hand, listing off all these random-ass weapons makes me happy; on the other hand, realizing that they'll never be in this game (and, most likely, a fair amount of them won't be in many/any games at all) makes me sad. Yours truly dishonestly, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 29 May 2017 (EDT)&lt;br /&gt;
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:I'd kill for not the Colt Python, but its more obscure just-as-cool cousin the [[Colt Trooper Mk III]] ( 4in. blued is a must ). Pistols I would like would be the [[SIG P210]], a [[First Model CZ 75]], the [[AMC Auto Mag Pistol]], the [[Smith &amp;amp; Wesson 39]], and a [[Mauser HSc]]. The only other thing is to have a [[Federal Gas Riot Gun]] as a launcher. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:55, 29 May 2017 (EDT)&lt;br /&gt;
::An M9A3, Browning Hi Power, Glock 19, the Judge someone mentioned earlier, the M500 (because ''Far Cry''), and the M29 for handguns/magnums. A good old tried and true AR-15 as a basic rifle would be nice, along with the Mini-14 and maybe a full-size M14 for DMRs, the expected AK and M16 variants for assault rifles, an M1903 (ala ''Far Cry 2''), M1 (which you can upgrade into an M1-C), and some form of Barret rifle for snipers, the 870, Ithaca (with mods for making it a Stakeout), KSG, and some form of Armsel drum-fed shotgun for shotguns, and the tried and true M249, M60, and M2 for machine guns of various flavors. I'd also like to see the M79 come back from ''Far Cry 2'' because it adds such a new dynamic to gunplay. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:30, 29 May 2017 (EDT)&lt;br /&gt;
:::For the record, the M79 was also in ''Far Cry 4'', and it was awesome there too, I'd love for it to make another return. Personally, I'd also like to see a FAL of some variety (preferably a full-size model just so they at least have to put ''some'' work into it instead of just copying over the ''Future Soldier''/''Blacklist'' SA58 and calling it a day) and some more revolvers. Maybe a Charter Arms Bulldog, they could make the Signature version into the ''Blade Runner'' gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 00:34, 30 May 2017 (EDT)&lt;br /&gt;
::::If they do that, it needs to fire rifle rounds, ''a la'' ''Fallout New Vegas.''--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:52, 3 June 2017 (EDT)&lt;br /&gt;
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They should add civilian variants of military guns like the [[ARX-160|ARX-100]], the Texan-buiod [[MSBS]],[[SCAR-L]], the [[SIG-Sauer P320]] that is now standard of US Army,Glocks,[[SR-47]]...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:51, 30 May 2017 (EDT)&lt;br /&gt;
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I wish for an actual regular Glock. G17, or G19 and it isn't a full auto Glock as the default. Make the full auto Glock a special gun you get later. For handguns, an M&amp;amp;P series, maybe in .40 since your character will be a cop of sorts or LEO. For new gun flavors, I want to see the MPX, Scorpion Evo 3, MDR. Let's see some Kel-tec guns like their KSG, even though it isn't really a new hotness anymore or the RFB or the RDB. There are so many guns in America to choose from. I want to see an SKS or something [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:43, 30 May 2017 (EDT)&lt;br /&gt;
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Personally I'd love to see some factual basis for the guns in this game. Having the likes of say an ultimax or PKP say just doesn't fit. I'd also like say a Krebs or Rifle Dynamics AK. Both are good US made platforms and not seen in a VG before. Also ditch the staple weapons. No desert eagle, no P416, no AK103 variant. &lt;br /&gt;
A decent domestic AR15 variant would be nice as opposed to the standard M4/M16 we see from typical VG. Also add a glock, a SIG and a SCAR H/RFB instead of the ACE.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:26, 2 June 2017 (EDT)&lt;br /&gt;
:The Desert Eagle would make more sense in the American setting than any of the other Far Cry games, ironically enough. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:10, 2 June 2017 (EDT)&lt;br /&gt;
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The 2016 version would be awesome.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:11, 2 June 2017 (EDT)&lt;br /&gt;
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I wouldn't mind them bringing back the Tec-9. Add a MAC-10 with the big old suppressor would be cool. I seriously doubt a non-American company like Ubisoft to be aware of specific custom gun makers like Rifle Dynamics or Taran Tactical unless those companies reach out to Ubisoft to have their guns represented or someone on the design team reach out to them [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:56, 2 June 2017 (EDT)&lt;br /&gt;
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Mac-10 in place of tec9 from FC4 wold be nice with the huge suppressor as the signiture edition. With regards to desert eagle, its really accurate but for me its an overused hollywood wonder weapon bit like Glock 18. I'd prefer a nice S&amp;amp;W or Colt revolver in the classic VG &amp;quot;hand cannon&amp;quot; slot instead. With regards to RD, Krebs, or TT I am sure Ubisoft have google? Activision seems to make great use of it for their weapon choses. It was my personal wishlist hence the addition of an american based AK designer. If they wanted an authentic setting rather than just re-use guns from R6 siege and watch dogs then perhaps they could have done some research? I do love Ubisoft but they are definitely following the COD rinse and repeat when it comes to firearms. A classic 1911 would be nice perhaps with the back story that it was the main characters Grandads piece from WW2. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:24, 2 June 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
https://postimg.org/image/jatr0x2id/ &amp;amp; https://postimg.org/image/hkapzfkz9/&lt;br /&gt;
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Ubisoft uploaded a few screenshots to their website, these are high def variants. They look doctored to me, but assuming this is anything like what the game will be (ha ha), there are a few things that stick out: the WW2 plane in the second image is definitely a frankenplane, a bastard child of a Ju 87 and Bf 109 by the looks of it. It looks like the rear facing MG15 has been replaced by a Browning M2, or maybe an AN/M2 (something I'm okay with, because an actual firing MG15 would make very little sense.) Also, in the first image, you can see the ally on the right has an AR-type that's very similar to the one the player &amp;amp; enemies are holding, but it's a longer-barreled variant and has a custom paint job (and no sights at all, ugh.) This, combined with the fact that there are even more AR-types shown in promo images or trailers makes me think that weapon customization will actually be somewhat extensive in this game, rather than the &amp;quot;two attachments per gun&amp;quot; thing Far Cry 3 &amp;amp; 4 had going. It COULD just be a signature rifle or something, but I'm willing to bet it might be more. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 11:44, 2 June 2017 (EDT)&lt;br /&gt;
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I can already tell the AR has the front sight on backwards...like the last game. The rail kinda reminds me of Daniel Defense's new M-Lok rail [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:57, 2 June 2017 (EDT)&lt;br /&gt;
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== E3 footage ==&lt;br /&gt;
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There's a revolver, AR-15-based assault and sniper rifles, a shotgun, an AK, and several pistols from what I can see: https://www.youtube.com/watch?v=YNbtgJreV80 --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:01, 12 June 2017 (EDT)&lt;br /&gt;
:No video anymore, it's been taken down. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 23:02, 12 June 2017 (EDT)&lt;br /&gt;
::https://www.youtube.com/watch?v=WX_h8rneDxU Pretty sure this is the same video as the one taken down.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:36, 13 June 2017 (EDT)&lt;br /&gt;
: Said sniper rifle has a telescoping that's fully retracted. What exactly did the developers think the lever was for? --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 04:08, 13 June 2017 (EDT)&lt;br /&gt;
: Well, the chick shooting it does look kinda short, maybe it sits better on her shoulder like that. I mean, that ''is'' the idea behind adjustable stocks after all. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 04:44, 13 June 2017 (EDT)&lt;br /&gt;
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== Sad News... ==&lt;br /&gt;
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New firearms confirmed are : Fabarm FP6,M4A1(yeah),M11A1 variant,MBP.50 (high caliber rifle).&lt;br /&gt;
Sad News?&lt;br /&gt;
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Suspance...&lt;br /&gt;
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Another bit..&lt;br /&gt;
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Most of them are recycled. So we get the usual arsenal. AGAIN. So pissed.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:11, 12 July 2017 (EDT)&lt;br /&gt;
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:: Where did you get any of this information? I haven't seen anything recycled thus far, except for the Vz.61 Skorpion on the game's expanded cover which is clearly the same as the one in Ghost Recon: Wildlands (or at least rendered the same.) But even that doesn't confirm it'll be ingame that way, or in the game at all for that matter. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 10:18, 22 July 2017 (EDT)&lt;br /&gt;
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I get it on the wikia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:09, 4 September 2017 (EDT)&lt;br /&gt;
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:: The Far Cry wiki is poorly maintained and none of the recycled guns listed there are sourced, nor have they appeared in any promo material I could find. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:40, 17 September 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_car_293319.jpg&lt;br /&gt;
I can't figure out what the hell the gun in the technical is, though it kinda looks like an M60D, and the guy in the Mustang has what looks like a FABARM with wood furniture and rifle sights.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_coop_293329.jpg&lt;br /&gt;
That looks like the original 9mm MAC-10, and the guys on the ground are probably using the AR-C they mentioned earlier.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_dog_293337.jpg&lt;br /&gt;
Once again, the AR-C and a guy with only one kneecap.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_cult_293335.jpg&lt;br /&gt;
And the M1911 again, I thought it had a tan frame, but that's just the lightning.&lt;br /&gt;
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Question, since the trailer dropped already, shouldn't we make the page and not just stick around here? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:30, 1 August 2017 (EDT)&lt;br /&gt;
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== Weapon classifications  ==&lt;br /&gt;
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Is it accurate to list machine pistols as SMGs and the flamethrower as a launcher? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:31, 24 December 2017 (EST)&lt;br /&gt;
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:The Skorpion is called an SMG as often as it's called a machine pistol, and a flamethrower is a launcher. It launches flames. More to the point flamethrowers usually get put in launchers because it's rare for there to be more than one of them in a given work so giving them their own category is a bit silly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:46, 24 December 2017 (EST)&lt;br /&gt;
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::Sure,I can see how the Skorpion qualifies but not the MAC. I don't see any reason why flamethrowercan't be categorised as&amp;quot;other&amp;quot;. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:52, 24 December 2017 (EST)&lt;br /&gt;
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:::MAC-10 is also classified as an SMG at least as often as it's called a machine pistol. SMG at least benefits from having a real definition (pistol calibre automatic) while with machine pistol once you get outside auto versions of actual pistols you're left spinning in the wind mumbling about form factors. And every other Far Cry page lists the flamethrower under launchers, it's something of a standard. I don't think it's worth fretting over. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:05, 24 December 2017 (EST)&lt;br /&gt;
::::Well as far as I can tell an SMG is an automatic or select fire weapon with a carbine length barrel and chambered ina pistol cartridge. That description doesn't fit either gun. Also I still think it's wrong to list a flamethrower as a launcher. I can't be the only one who thinks it's bizarre that liquid propellants and rockets are the same according to this page. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 16:50, 24 December 2017 (EST)&lt;br /&gt;
:::::Naw, that definition doesn't work because there's some SMGs that ''don't'' have carbine-length barrels: for example, the TDI Vector's barrel is only 5.5 in, only half an inch longer than an M1911's, while an MP5K's barrel is ''shorter'' than an M1911's at 4.5 in, which is the same length as a Skorpion's and 0.01 in longer than a MAC-10's. [[Kedr PP-91]] only has a 4.7 inch barrel, too.&lt;br /&gt;
:::::The LPO-50 specifically is a weapon that uses an explosive charge to fire, so is basically a gun that happens to fire a projectile that's liquid. Calling it a launcher is actually completely accurate to how it operates. Also as I said, it's not really worth worrying about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:02, 24 December 2017 (EST)&lt;br /&gt;
:::::: Bah, we've long rolled machine pistols into SMG categories with a few exceptions those being the rather few automatic variants of otherwise semiauto-only pistol model-groups (Glock, Beretta, CZ). MAC-10/11, Skorpions, Mini/Micro Uzi, etc are not related to sidearm-vein handguns and thus they fill more a SMG aesthetic while still also meeting all the other criteria (pistol caliber, select fire, and many have folding or detachable stocks allowing them to be technically 'shoulder fired'). Barrel length is rather irrelevant as Tim pointed out - I'll add that longer barreled guns like the Calicos and the earliest 'sub' guns are likewise listed as SMGs as they meet the other requirements while having barrel lengths as long as many rifles. An aside, I'm not seeing the difference between Skorpions and MACs in this discussion at all. Anyway, all-told yes it is.. if not 'accurate', then certainly not improper to categorize them as such. The alternative is come up with a 'machine pistol' category which really just opens up another can of worms. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; As for the flamethrower, that is even less of a question mark, since as ET noted, it is indeed technically a launcher that propels flame instead of grenades or rockets. What it propels is rather irrelevant in this regard. I'd put gas dischargers under the same, also. Anyway, no one is saying they're the &amp;quot;same&amp;quot;, just that they share some similar characteristics enough to be grouped together. A Blunderbuss and a AA-12 are certainly not the same except for the single fact they both fire shot - which is enough to categorize them both in one section. Now while I grant flamethrowers are generally put in 'other' sections in many other pages, those pages also don't diversify into explosives and launchers as is done here - hand grenades and rocket launchers would be lumped with them. That and the 'other' section is already used for another purpose it seems - it would be bizarre to do it that way here by my reckoning. Now I suppose the launchers and explosives could all be lumped together into an 'other' section while the existing other with the listing about the cover weapons could be renamed 'special' or something. But as said, this is part of a series with this one weapon listed a certain way and I would lean to keeping it so for the sake of consistency among the set, especially when it's not improperly listed otherwise. Bottom-line, I more agree with Tim in that this ain't worth making a stink about - and this coming from someone who has made stinks about things of this sort in the past. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:27, 24 December 2017 (EST)&lt;br /&gt;
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== Possible lever gun in trailer  ==&lt;br /&gt;
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At around 43 seconds in the Announcement Trailer you can someone hunting a deer with what appears to be some sort of lever action rifle, though you can't see a lever so it might be a semi-auto sporting rifle. If someone can ID this should it be added? I don't think it's gameplay footage so I'm not sure if this counts. Also, I hate to bring up categories again but if this gun is in the game then the categories need a small overhaul. It's not really a sniper and it certainty isn't an AR. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:06, 28 December 2017 (EST)&lt;br /&gt;
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== Marlin 1895 ==&lt;br /&gt;
&lt;br /&gt;
What makes this a &amp;quot;Sniper Rifle&amp;quot;? You can tell from my post history that I am a bit pedantic but I don't see how an unscoped lever action rifle qualifies as a sniper. Has this just been categorised as such for simplicity's sake or am I missing something here? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 19:45, 9 March 2018 (EST)&lt;br /&gt;
:I think it’s classified as so in game and can mount the sniper scopes, so that’s the reason.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:50, 9 March 2018 (EST)&lt;br /&gt;
:If it's in the sniper rifles category in the game it's probably treated as one in terms of things like the ammo it uses and the upgrades it gets. It's probably just that the low-tier sniper rifles don't come with a scope by default. Might change it to &amp;quot;Sniper / Marksman Rifles&amp;quot; I suppose. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 10 March 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moved ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll take a look for some evidence of these later, but if it's just finding names in the game files that's not worth including. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:03, 28 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Click sounds ==&lt;br /&gt;
&lt;br /&gt;
Can somebody explain to me why some games such as this one and CS:GO have those ANNOYING empty click-like sounds simultaneously with each round that you fire, when your magazine is almost empty? (no matter if your weapon is full-auto or bolt-action) CoD WWII has also has this, albeit on the last round only. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:09, 29 March 2018 (EDT)&lt;br /&gt;
:It's supposed to help you keep track of your remaining ammo since the HUD element for the ammo counter is so small, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 29 March 2018 (EDT)&lt;br /&gt;
::I had it in my mind that it's for this reason, but if it's merely for this one it's stupid (not to mention that the HUD is still visible in these games), and as I've said, really annoying (and loud compared to the firing sound), especially on automatic weapons. Now on the opposite end of the scale, I somehow remembered Operation Black Mesa, which was supposed to come out as a remake for Half-Life: Opposing Force, and where apparently there wouldn't have been any HUD at all, so you'd have your character check the chamber before reloading. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 29 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lackluster gun selection ==&lt;br /&gt;
&lt;br /&gt;
I was honestly hoping for more stuff and weird that not a single American made shotgun. Was hoping for the MDR or UMP, or other variants of M4s or something. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:34, 29 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope (County) that there will be &amp;quot;DLC&amp;quot;s like in [[GTA V]] or [[Ghost Recon: Wildlands]]. In this times game are rarely released full finished. But yeah you are right. For my opinion they should take off the &amp;quot;Prestige&amp;quot; variants and replace them with completely different guns. The U.S. of A. are the lands of guns! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:48, 30 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems like I were right...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:49, 20 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1911 ==&lt;br /&gt;
&lt;br /&gt;
I don't think the 1911 is based on any S&amp;amp;W model as the in-game gun has no external extractor, as all SW1911s have. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:57, 4 April 2018 (EDT)&lt;br /&gt;
:They probably just forgot to put it there, like the belt box on the M60. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:34, 4 April 2018 (EDT)&lt;br /&gt;
:: I feel like they went with a different model of Kimber for the 1911, other then the front serrations, it reminds me a lot of the Kimber Two Tone. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 22:59, 4 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ArtStation for Lead Artist ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it would be useful, but I found the Artstation for the lead artist at Ubisoft Montreal, [https://www.artstation.com/grassam Greg Rassam], who's got many pictures of their weapon assets. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:57, 7 April 2018 (EDT)&lt;br /&gt;
:It's kind of neat to look at, but I wouldn't really use those on the page because (a) they're watermarked and (b) they're high-poly models rather than the in-game assets. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:52, 7 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-C ==&lt;br /&gt;
&lt;br /&gt;
I don't understand why the description on the page seems to imply that it's some sort of frankenrifle. To me, it seems like it was obviously supposed to be some sort of fictional custom AR15 carbine build, rather than some sort of rifle &amp;quot;inspired&amp;quot; by the AR15. --[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 15:07, 14 April 2018 (EDT)&lt;br /&gt;
:The word &amp;quot;inspired&amp;quot; is only used with regard to how the receiver is put together, and that's because the rear part of the receiver doesn't seem to come together in quite the same way an AR upper and lower would. The name would lead people to think it's supposed to be an ACR, it does have some gross features of an ACR, but it has features an ACR wouldn't have but an AR would. It looks rather like someone who ''almost'' knew the mechanics of the AR tried to design an AR that looked like an ACR, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:41, 14 April 2018 (EDT)&lt;br /&gt;
::I think I see your point now about the receiver. For reference, [http://ar15barrels.com/tech/armalite-dpms4.jpg| this] is an example of a slanted AR10 upper on a more typical (DPMS) curved lower.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:57, 14 April 2018 (EDT)&lt;br /&gt;
::: I feel like the weapons designer took some inspiration from the [https://www.evike.com/products/45913| Mega Arms MKM Airsoft Rifle], other than the markings and rail system, the upper looks quite similar. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 00:36, 15 April 2018 (EDT)&lt;br /&gt;
::::I think I've got it:&lt;br /&gt;
::::[[Image:MATEN.jpg|thumb|none|600px|Mega Arms MATEN ambi billet upper and lower set - .308]]&lt;br /&gt;
::::[[Image:AR-C image.jpg|thumb|none|600px|&amp;quot;AR-C&amp;quot;]]&lt;br /&gt;
::::Obvious basis, though still not quite the same, can chalk that up to modelling error. Looks like they referenced the .308 MATEN for most of the receiver but copied the magwell from one of the company's 5.56mm lowers onto it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:23, 15 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weird Weapons explanation found... ==&lt;br /&gt;
&lt;br /&gt;
Well, in a note somewhere in the game is stated that the cult got their guns from a dealer in South America (remember Longinus in the previous game?). While seems weird for US made guns, it does make sense for foreign guns like [[Baikal MP-133]] and the [[LPO-50]], that were sold by Longinus in Far Cry 4. Remember that he was so religious? Well, he just found a group of religious people like him, who just needed guns because wanted to kill people and commit atrocieties in peace. Also the guns that are unlocked by Resistance Points, this can be explained by the fact that the Cult's Leader are smart and maybe hidden the buyed guns in some stash/armory/whatever, and later found by the Resistance. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:24, 6 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vietnam DLC has been released. ==&lt;br /&gt;
&lt;br /&gt;
New guns: M16A1, SVD, silenced CZ527, Mossberg 500, M60 Vietnam era model. The RPG Vietnam era model is usable in the DLC.&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 06:11, 6 June 2018 (EDT)&lt;br /&gt;
:I think you'll find that &amp;quot;Mossberg&amp;quot; is just a reskin of the Baikal again. They trick you by writing &amp;quot;MN500&amp;quot; on the side. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:15, 6 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Musket ID and S-20 in editor ==&lt;br /&gt;
&lt;br /&gt;
[[File:farcry5musket.jpg|thumb|none|600px|The muskets on the editor.]]&lt;br /&gt;
Also in the prepatched version I seen a rusted S-20 from Far Cry 4. I would had made a screenshot if I knew that they would had remove it.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:55, 19 June 2018 (EDT)&lt;br /&gt;
:Those are the flintlock Enfields from ''Black Flag'', I'll have to add them at some point. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:57, 19 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Should weapons that aren't accessible in gameplay be added to the &amp;quot;other&amp;quot; section ==&lt;br /&gt;
[[Far Cry 2]]'s weapon page has it this way, where the weapons that cannot be used in the game are kept in a separate section to the ones that can be. Might make sense considering most people looking here would probably be more interested in the weapons that are actually usable in the game than ones that appear in cutscenes or as world objects, but feedback would be nice. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 21:00, 3 July 2018 (EDT)&lt;br /&gt;
:FC2 just does that because it's ordered using the system the game itself uses to classify the weapons. There's no such system in this game (or rather there is, but it classifies the M79 as a sidearm so it can go away until it's sobered up), so no real reason not to classify weapons by what they are. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:06, 3 July 2018 (EDT)&lt;br /&gt;
:Also someone on reddit posted an image of the Ubisoft Club app, which was updated incorrectly and more less confirmed that the next gun unlock is an MG42.&lt;br /&gt;
:[[Image:V82ybs9prr711.jpg|thumb|none|200px]]&lt;br /&gt;
:I think they might have confused Montana with Germany. Can't really put it on the page yet, but just thought it was worth noting. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:14, 3 July 2018 (EDT)&lt;br /&gt;
::Still rolling my eyes at the mostly mediocre amount of guns. No Glocks, or even the S&amp;amp;W M&amp;amp;P guns or the MPX. Lack of creativity [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:32, 3 July 2018 (EDT)&lt;br /&gt;
:::Hope they will add it later... anyway why isn't the MG42 on the page?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:53, 4 July 2018 (EDT)&lt;br /&gt;
::::What MG4, what are you talking about? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:56, 4 July 2018 (EDT)&lt;br /&gt;
:::::Whas MG42, like in tye description... &amp;quot;if you pass the personal challenge you will get a MG42&amp;quot;...&lt;br /&gt;
::::::It's an error on the app, you don't get the MG42, you get the Luger. But the fact they had that block of text pre-written suggests it's probably the next weapon release. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:01, 4 July 2018 (EDT)&lt;br /&gt;
:::::::Well, thanks for having saved me from completing the stupid useless challenge 'cause I was really hoping for the MG-42. Mah I personally hate the silly variants. Anyway I bet 100 euros that ALL the guns from the previous Far Cry games (at least FC3 and FC4) will be rewards from Live Events.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:05, 4 July 2018 (EDT)&lt;br /&gt;
::::::::The VHS is a new weapon to the series and not even a reskin of the FAMAS, so who knows. Maybe we'll get more new guns. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:34, 4 July 2018 (EDT)&lt;br /&gt;
:::::::::According to some people who do datamining on the FC5 subreddit (and have been rather reliable in the past), the MG42 and Makarov PB are both fully textured and usable and likely to be included in very near-future live updates. The Webley, Beretta 93R Auto-9, and Mauser M712/C96 are also apparently planned as well, and the FAMAS, Bizon, QLZ-87 and M79 Osa have also shown up (though they're not as certain.) As far as new guns go, there's an LMG called the &amp;quot;Chainsaw&amp;quot; (possibly a KAC, or just a skin variant of the MG42) and a Crye Six12 (set to appear in the Zombie DLC.) There's also still old references to an HK Mark 23 and an &amp;quot;AR-15&amp;quot; rifle, but those have been present since the game released and I have no word on whether or not they've been updated. No word on anything else, but it's always possible more could show up, and like another user said above, it does seem likely that we can at least expect the majority of the FC3/FC4 arsenal before Ubisoft is done with the game. But obviously nothing is 100% confirmed until it's either in the game or Ubisoft announces it themselves. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 21:54, 4 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
The Mark 23 was a cut gun in FC3, I guess because it was a spec ops gun that was simply out of place. But in US is another story.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:29, 5 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sure enough, leaks confirm some new weapons - the MG42, Auto-9, Makarov PB, Bizon, Winchester 1887, and QLZ-87. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 12:38, 7 July 2018 (EDT)&lt;br /&gt;
: Please don't upload leaked images. The all-blue weapons (that's the default &amp;quot;not found&amp;quot; texture) are more likely to be placeholders, mind you. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:09, 7 July 2018 (EDT)&lt;br /&gt;
:: Okay, but those have actually appeared with their new stats/descriptions as of newer updates. The fact that they're untextured just means that they're not planned for the immediate future - however, there's really no reason they would add menu names or descriptions in the most recent patch if they didn't intend to add them. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:08, 7 July 2018 (EDT)&lt;br /&gt;
MG42 is confirmed! God damn it, Hope Country is turning into Courland, Latvia at this rate.&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 12:08, 10 July 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_4&amp;diff=1192427</id>
		<title>Call of Duty: Black Ops 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_4&amp;diff=1192427"/>
		<updated>2018-06-25T14:20:13Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;Annihilator&amp;quot;==&lt;br /&gt;
The &amp;quot;Annihilator&amp;quot; returns from ''Black Ops III''. Although it features a different model, it is still based on a [[Taurus Raging Bull]]. This time though, rather than being single-action, the weapon somehow has its hammer self-cock after firing, despite the lack of a slide (similarly to the &amp;quot;Bloodhound&amp;quot; revolver from the previous game).&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:BO4-Annihilator-1.jpg|thumb|none|600px|Seraph twirling her revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] is confirmed to appear in Zombies mode.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[File:BO4-Webley-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BO4-Webley-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is seen in the multiplayer reveal trailer.&lt;br /&gt;
[[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:BO4-YakB-1.jpg|thumb|none|600px|The Yak-B mounted on a futurized Hind, same model from [[Call of Duty: Ghosts]].]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_5&amp;diff=1189761</id>
		<title>Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_5&amp;diff=1189761"/>
		<updated>2018-06-09T05:59:28Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Baikal MP-133 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 5&lt;br /&gt;
|picture = FarCry5_Teaser_Poster.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= March 27, 2018&lt;br /&gt;
|developer= Ubisoft Montreal&amp;lt;br&amp;gt;Ubisoft Toronto&amp;lt;br&amp;gt;Ubisoft Shanghai (''Hours of Darkness'')&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Windows PC&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Far Cry 5''''' is the fifth main installment in the ''Far Cry'' series, released on March 27th 2018. Like the previous two numbered ''Far Cry'' games, the plot is not directly connected to previous entries in the series but the game is supposed to take place in the same world, with side-characters such as Willis Huntley returning for side-missions. The game is the first in the series to feature player-controllable armed airplanes and helicopters.&lt;br /&gt;
&lt;br /&gt;
''Far Cry 5'' is the first entry to take place in the United States, and sees the player take on the role of an unnamed Junior Sheriff's Deputy (only ever called &amp;quot;Deputy&amp;quot; or &amp;quot;Rookie,&amp;quot; and whose appearance and sex can be chosen by the player) in the fictional county of Hope, Montana. There, the Deputy finds him or herself in conflict with The Project at Eden's Gate (due to their acronym PEG, known as &amp;quot;Peggies&amp;quot; by the locals), a militarized doomsday cult led by radical preacher Joseph Seed who styles himself as &amp;quot;The Father.&amp;quot; His sister and two brothers serve as his subordinate &amp;quot;Heralds,&amp;quot; each controlling an area of the valley which encircles Hope County. After an attempt to arrest Joseph Seed for kidnapping goes predictably wrong, the Deputy is divided from the rest of the police unit and must join the resistance in Hope county with the ultimate goal of rescuing the other officers and bringing Joseph in.&lt;br /&gt;
&lt;br /&gt;
It has been announced that the season pass content will be at least three additional storylines which are more or less whole other games: one is set during the Vietnam War (''Hours of Darkness'', released on June 5th 2018), a second will have the player character fighting alien arachnids on Mars (''Lost on Mars''), and the third will take place during a zombie outbreak (''Dead Living Zombies''). It can be assumed that at least the former two will have new sets of weapons associated with them, though ''Lost on Mars'' appears to be going along the sci-fi space gun route. It has been stated that each of these releases will also include a new pack of assets for the map builder, ''Far Cry Arcade'', which also includes assets from ''Far Cry 4'' and ''Primal'', ''[[Watch_Dogs]]'', ''[[Assassin's Creed Unity]]'' and ''[[Assassin's Creed IV: Black Flag]]''. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-Inv.jpg|thumb|right|400px|The quick select, showing the grid view exclusive to the PC version. There is also a new category for breakable melee weapons, but IMFDB does not care about that.]]&lt;br /&gt;
''Far Cry 5'' substantially alters the systems of previous games, with some improvements and some rather strange omissions. The player character starts off able to carry two firearms: one slot is fixed to a &amp;quot;sidearm&amp;quot; that can be used in vehicles, while the other can be any weapon the player desires. The two additional slots are unlocked via a perk system (as the system of crafting inventory-expanding items from animal skins has been completely removed: skins are now exclusively to sell for money), with points in this system gained by completing in-game challenges to do a thing a certain number of times, or by finding survivalist manuals that are worth one perk point each. The inventory also has three slots for throwing equipment each of which has three options: the arsenal includes molotovs, remote and proximity C4 charges, fragmentation grenades, dynamite, pipe bombs, throwing knives, smoke grenades, and &amp;quot;bait&amp;quot; for drawing animals to a specific location. All of these are assigned a single generic &amp;quot;throw&amp;quot; button, so some fiddling around can be necessary to locate the right one. Some of these weapons can be crafted from items found in the game world, but most can only be picked up. A secondary &amp;quot;utility&amp;quot; menu contains items such as the fishing rod, repair tool, craftable &amp;quot;homeopathic&amp;quot; boosts which are ''certainly'' not drugs, and so on. Oddly, the health restoring syrettes are now medkits, and it is impossible to craft more while on the go: as compensation the player character's entire health bar will now regenerate rather than it being divided into segments.&lt;br /&gt;
&lt;br /&gt;
As before, ammunition is determined by weapon subtypes, not necessarily by what the weapon would actually fire, so the 5.56mm AR-C shares ammunition with the 7.62x39mm AKM and 7.62x51mm SOCOM 16. There is some crossover between types, however: for example, the &amp;quot;AR-CL&amp;quot; (classified as a sniper rifle) still uses rifle ammo. One limitation in the game is related specifically to ammunition: only some weapons can damage aircraft with their standard ammunition, these groups including the .50 cal weapons (.50 cal is a distinct ammo type), machine guns and mounted weapons.&lt;br /&gt;
&lt;br /&gt;
Weapons are gained from stores or travelling gun sellers who act as stores, and can be acquired in one of two ways; either bought with currency, or unlocked by picking them up from enemies. Store purchases are locked based on a level system tied to how much progress the rebels have made in the three main areas of the campaign, which is increased by completing side-missions and story objectives. Unlike in prior games, only finding weapons in the game world will unlock them for free (aside from mission rewards, preorder bonuses and other DLC, and the MP5K unlocked via uPlay): gaining the relevant level simply allows a weapon to be bought.&lt;br /&gt;
&lt;br /&gt;
Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns in the game have up to three accessory points, but these are now simplified: at most a gun can mount an extended magazine (which does not alter the weapon model), a scope, and a suppressor. There is no arbitrary limit to how many of these slots can be filled. As before, accessories must be purchased for individual weapons and cannot be transferred between them. While types of accessories are cut down a little, almost every weapon can mount something and many weapons have options beyond what one would normally expect, such as being able to mount suppressors and telescopic sights on shotguns. Many weapons now also have selectable fire modes, and most can fire at least one additional type of ammunition from a reserve more limited than the weapon's standard ammo type. Special ammo is very occasionally found in the game world or on enemies, but the main source is unlocking the &amp;quot;black market&amp;quot; perk which allows it to be purchased from the items menu at stores.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Signature&amp;quot; weapon category no longer really exists, instead there are &amp;quot;Prestige&amp;quot; weapons. These guns are bought at the store, some after satisfying specific conditions. Unlike prior games, they do not have fixed modifications, only their color scheme being locked. They do not seem to have any special bonuses either, just being a variant with a unique look (though they count as a different weapon and so need their own accessories bought). These weapons (and similar &amp;quot;prestige&amp;quot; vehicles and even clothing items) can also be unlocked using a second currency, &amp;quot;silver bars,&amp;quot; which can be found in small quantities after liberating enemy bases, gained in small quantities by completing uPlay's weekly &amp;quot;club challenges&amp;quot; and levelling up in ''Far Cry Arcade'', or purchased in bulk using real money from the online store. However, there is nothing in the game that can ''only'' be acquired using silver bars.&lt;br /&gt;
&lt;br /&gt;
''Hours of Darkness'' has no such system: guns are simply picked up from enemies or found in the world, with no means of customizing them. Suppressed weapons can often be found squirrelled away in Vietcong bases. The guns from ''Hours of Darkness'' do, however, unlock in the main game's store with their own custom options (along with a new helicopter, a selection of Vietcong trucks and some VC and GI outfits).&lt;br /&gt;
&lt;br /&gt;
Oddly, the game defaults to an offset aiming mode where the crosshair is in the lower part of the screen rather than centered, and the weapon models are correspondingly lower down. The screenshots on this page reflect the game with a centered crosshair.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
All pistols count as sidearms and use a generic type of pistol ammunition that is apparently simultaneously .45 ACP, 9mm and .44 Magnum. There is a special armor-piercing variety available too.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
&lt;br /&gt;
A Prestige &amp;quot;Red Flag&amp;quot; [[Beretta 92FS]], referred to as an M9, was added to the game during the sixth Live Event as a reward for playing featured maps in Arcade for 40 minutes: it features an Eden's Gate themed skin complete with SINNER printed on top of the barrel. In terms of stats the weapon is identical to the SIG-Sauer P226R: also like the P226R, it defaults to a reduced capacity 10-round magazine (it may not be a coincidence that Berettas and P226s are sold with 10-round magazines in Canada, where the game was made) which certainly would not belong in a military M9. This increases to a still too-small 12 with the extended magazine upgrade.&lt;br /&gt;
&lt;br /&gt;
While the default paint scheme for the Beretta released after the Live Event is an odd variation on the theme of Inox, the &amp;quot;How I Like My Coffee&amp;quot; scheme creates a standard black 92FS.&lt;br /&gt;
&lt;br /&gt;
In the base game the Beretta 92FS is only present as an icon that appears in the pictured weapon selection menu on both perk menu entries for extra weapon slots.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:FC5-Beretta-2.jpg|thumb|none|600px|The &amp;quot;Red Flag&amp;quot; version of the Beretta. While the description is lying about it being meaty or powerful, it ''does'' make a sound more akin to a cannon than a pistol.]]&lt;br /&gt;
[[Image:FC5-Beretta-6.jpg|thumb|none|600px|Standard version with the &amp;quot;How I Like My Coffee&amp;quot; paint scheme.]]&lt;br /&gt;
[[Image:FC5-Beretta-3.jpg|thumb|none|600px|The Deputy holds her Beretta 92FS as her pet cougar dramatically lunges at a highly dangerous nothing.]]&lt;br /&gt;
[[Image:FC5-Beretta-4.jpg|thumb|none|600px|Reloading the Beretta involves the use of actual ammunition, though the nose of the next round down really ought to be visible if there is more than one round in this magazine. Close up, a &amp;quot;cal. 9x19mm&amp;quot; note which really doesn't belong on a Beretta can be made out, as well as the serial number area saying &amp;quot;E9M21945.&amp;quot; Since the lettering doesn't actually begin &amp;quot;M9&amp;quot; there is no real reason to call it one. Note also that the area of the slide bearing Beretta's trademark has been conveniently ground flat, presumably by the cult's elite squad of lawyers.]]&lt;br /&gt;
[[Image:FC5-Beretta-5.jpg|thumb|none|600px|Empty-reloading the Beretta: note the locked-back slide. As with the other semi-auto pistols, it helpfully grows an accessory mount if an optic is mounted.]]&lt;br /&gt;
[[Image:FC5-Beretta-7.jpg|thumb|none|600px|The Deputy holds the black version of the regular Beretta fitted with a reflex sight, wondering how this boat and jetski just failed to collide.]]&lt;br /&gt;
[[Image:FC5-Beretta-8.jpg|thumb|none|600px|As she reloads, her dog peeks into shot to admire her trigger discipline.]]&lt;br /&gt;
[[Image:FC5-Beretta-1.jpg|thumb|none|600px|The icon of the Beretta can be seen in the right-hand slot of the weapon wheel. This is the only place it appeared in the base game.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
&lt;br /&gt;
The default paint scheme for the &amp;quot;M9&amp;quot; that was unlocked following the sixth Live Event makes it a customized [[Beretta 92FS Inox]] with a stainless frame and barrel but a standard slide. More curiously, it also has a stainless ''magazine'' with this paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:B92fs-REVERSE2TONE.jpg|thumb|none|400px|Beretta 92FS reverse two-tone (Inox frame, blued slide) - 9x19mm]]&lt;br /&gt;
[[Image:FC5-Berettainox-1.jpg|thumb|none|600px|The semi-nox on the menu: note that unlike the above it has a stainless barrel.]]&lt;br /&gt;
[[Image:FC5-Berettainox-2.jpg|thumb|none|600px|The Deputy aims her partnox at some illegally parked trees.]]&lt;br /&gt;
[[Image:FC5-Berettainox-3.jpg|thumb|none|600px|Reloading, the Deputy seems to have decided that putting an Inox magazine into the pseudonox will make up for the slide.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In one side-mission a director making a movie based on ''Far Cry 3: Blood Dragon'' is encountered: near the set is a board with the cover art for the game, showing Rex Power Colt holding his [[Auto 9|Beretta 93R &amp;quot;Auto 9&amp;quot;]] .&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|400px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[Image:FC5-93R-1.jpg|thumb|none|600px|The Deputy feels deep existential confusion after discovering the ''Far Cry'' games exist inside their own universe.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
&lt;br /&gt;
Pre-release trailers briefly showed the Deputy using a [[Luger P08]], but as of yet it does not appear in the final game, with only references to a weapon called &amp;quot;P08&amp;quot; remaining in the game files. It is fairly likely it will be released as part of a future Live Event, probably around the time the developers figure out how on Earth they are going to mount optics on it.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|400px|Luger P08 - 9x19mm.  This is a blank adapted movie gun.]]&lt;br /&gt;
[[Image:FC5-Luger-1.jpg|thumb|none|600px|The Deputy firing the Luger while aiming down the sights during the &amp;quot;The Sermon&amp;quot; trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer P226R]] appears in game as the &amp;quot;P226,&amp;quot; and is unlocked after achieving a resistance level of 1. It fires faster than the SW1911, with the downside that it is weaker and costs money since it cannot be acquired for free from enemies. Since it is extremely easy to pick up an M11/9 from a sniper or rocket launcher cultist before even getting a resistance level, it is not a weapon that is likely to see all that much use.&lt;br /&gt;
&lt;br /&gt;
As with the Beretta 92FS, by default the P226R only has a 10-round magazine, which increases to 12 with the extended magazine upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226TwoTone.jpg|thumb|none|400px|SIG-Sauer P226R (Two-Tone) - 9x19mm]]&lt;br /&gt;
[[Image:FC5-P226-1.jpg|thumb|none|600px|Menu image of the P226R. Despite the game noting that this gun is used by police departments, the police seen in the game all use SW1911s. The damage rating of 4 and range of 5 means it rather absurdly does the same damage and had the same range as the 5.56mm AR-C before patch 1.6. It is, however, worth noting that the shop stats are completely arbitrary figures which are not derived from the .ark files that actually contain the weapon code.]]&lt;br /&gt;
[[Image:FC5-P226-2.jpg|thumb|none|600px|It is not clear how American this would actually be.]]&lt;br /&gt;
[[Image:FC5-P226-4.jpg|thumb|none|600px|The Deputy holds a P226R equipped with an optic after scaring her dog by exploding a random fuel can.]]&lt;br /&gt;
[[Image:FC5-P226-5.jpg|thumb|none|600px|Disappointed that the game has no SKS to grab before she gets inna woods, the Deputy has to make do with her P226R. Reloading shows off the rail mounted when the P226R is fitted with an optic, and also the mounted &amp;quot;red dot sight,&amp;quot; which appears to be an Aimpoint Micro with the positions of the illumination control and windage and elevation screws reversed.]]&lt;br /&gt;
[[Image:FC5-P226-3.jpg|thumb|none|600px|Reloading the &amp;quot;Amendment 2,&amp;quot; the Deputy just can't shake the feeling that someone is trying to suppress her freedoms.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
&lt;br /&gt;
All variants of the revolver default to a blued finish and the first two are therefore [[Smith &amp;amp; Wesson Model 29]]s rather than 629s as before. The first is unlocked to buy by default and is also used as a sidearm by some cultists, looks to have a 4&amp;quot; barrel and is simply called the &amp;quot;.44 Magnum,&amp;quot; while the second is 6&amp;quot; or so, requires a resistance level of 3 to unlock, and is called the &amp;quot;.44 Magnum L.&amp;quot; The Digital Deluxe Pack included with the Deluxe, Gold, The Father and Hope County MT editions of the game (and which post-release can be purchased as paid DLC) also included a free variant of the 6&amp;quot; version called the &amp;quot;.44 Magnum Steel &amp;amp; Ivory,&amp;quot; which features a wavy Damascus-style finish on the metal parts.&lt;br /&gt;
&lt;br /&gt;
The barrels of these variants are rather chunky and have an incorrect extractor rod housing with a flat vertical front. The new front sight appears to have been referenced from a Model 17 rather than a Model 29. All of the Model 29 and 629 variants will have a rail added to the top of the frame and part of the barrel if an optic is equipped.&lt;br /&gt;
&lt;br /&gt;
The six-inch model is also one of the available sidearms in ''Hours of Darkness''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:FC5-M29-1.jpg|thumb|none|600px|The short-barrel basic version in the menu. Patch 1.5 increased the accuracy, damage and handling stats by one point each.]]&lt;br /&gt;
[[Image:FC5-M29-2.jpg|thumb|none|601px|Standard-length &amp;quot;L&amp;quot; variant, which has boosts to accuracy and range. Note the incorrect front sight, weird extractor rod housing and mandatory ''[[Dirty Harry]]'' reference. The &amp;quot;L&amp;quot; variant's damage was also increased to 7 by the patch.]]&lt;br /&gt;
[[Image:FC5-M29-3.jpg|thumb|none|600px|&amp;quot;Thanks for your pre-order, have an overpowered gun&amp;quot; variant. This also got its damage increased to 7.]]&lt;br /&gt;
[[Image:FC5-M29-4.jpg|thumb|none|600px|The Deputy holds her Model 29 as she prepares to arrest a grain silo for violating the laws of thermodynamics.]]&lt;br /&gt;
[[Image:FC5-M29-7.jpg|thumb|none|600px|Reloading the six-inch Model 29: note the incorrect front sight.]]&lt;br /&gt;
[[Image:FC5-M29-5.jpg|thumb|none|600px|Reloading the basic short-barrel version: note the speedloader in the Deputy's left hand. This animation is a lot less flashy than the reload for the 629 in the previous games, as well as a fair bit less physically impossible.]]&lt;br /&gt;
[[Image:FC5-M29-6.jpg|thumb|none|600px|After discarding the speedloader, she sees all the struck primers and realises she has loaded her gun with rounds that have already been fired.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629==&lt;br /&gt;
&lt;br /&gt;
The two highest-level variants of the &amp;quot;.44 Magnum&amp;quot; variants are based on the [[Smith &amp;amp; Wesson Model 629]] &amp;quot;Stealth Hunter&amp;quot; as before. The lower-level model is called the &amp;quot;Sixer,&amp;quot; unlocks at a resistance level of 5, and has a thinner barrel than the normal Stealth Hunter with a compensator. The normal Stealth Hunter is the last to unlock at a resistance level of 9, and is called the &amp;quot;Cannon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:170323_large.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Stealth Hunter - .44 Magnum‎]]&lt;br /&gt;
[[Image:FC5-629-1.jpg|thumb|none|601px|Menu image of the &amp;quot;Sixer,&amp;quot; named after the Signature [[Webley Mk VI]] revolver from ''Far Cry 4'' that everyone used once then ignored. Both 629 variants had their damage increased to 7 by the 1.5 patch.]]&lt;br /&gt;
[[Image:FC5-629-2.jpg|thumb|none|601px|Menu image of the &amp;quot;Cannon.&amp;quot; The level nine unlock requires the player to have essentially beaten the game before they can get their hands on this. Though since it has the same stat line as all the variants except the snub, it is not at all clear why.]]&lt;br /&gt;
[[Image:FC5-629-3.jpg|thumb|none|600px|The Deputy holds the &amp;quot;Sixer&amp;quot; fitted with a scope as she witnesses her pet cougar turning up her nose at a perfectly good meal.]]&lt;br /&gt;
[[Image:FC5-629-4.jpg|thumb|none|600px|Later she reloads her &amp;quot;Sixer,&amp;quot; as part of a plan she and a random militiaman have hatched to defeat Faith Seed's teleporting-and-complaining powers by ignoring her. Note that all the primers are struck on the ejected rounds too: they are like this regardless of how many shots have been fired. Note also that she is actually pressing the extractor rod at the same time the casings are coming out. This is as opposed to just shaking the revolver to make the casings fall out and pressing the rod afterwards, which only works reliably in real life with unfired rounds or Airsoft guns.]]&lt;br /&gt;
[[Image:FC5-629-5.jpg|thumb|none|600px|After wasting her money on the &amp;quot;Cannon&amp;quot; variant, she watches as a very understanding gas station experiences a sympathetic detonation.]]&lt;br /&gt;
[[Image:FC5-629-6.jpg|thumb|none|600px|Reloading the &amp;quot;Cannon:&amp;quot; as with other Model 29 and 629 variants, the cartridges are no longer too long to fit in the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
&lt;br /&gt;
An [[Colt M1911A1|M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. Though ''Far Cry 3'' and ''Far Cry 4'' also used the &amp;quot;1911&amp;quot; name, they instead featured the [[Kimber Warrior]]. The base variant is relatively uncustomized, but extensive modification is available. By default, it is equipped with an 8-round magazine. It strangely has a 1911A1-style trigger, instead of the three hole trigger that the SW1911 normally has, and also does not have the SW1911's external extractor.&lt;br /&gt;
&lt;br /&gt;
The 1911 is the first weapon acquired unless the player goes out of their way to avoid it, and is the favored sidearm of both generic allied resistance members and hostile cultists. The 1911 also appears to be the standard sidearm of the Hope County Sheriff's Department being carried by all of its officers, and one is also (inaccurately) carried by US Marshal Burke in the first segment of the game (the United States Marshals Service issues [[Glock]] handguns in .40 S&amp;amp;W - no M1911 variants are authorized as service weapons). Amusingly, during the intro when it is stated that the cult &amp;quot;don't respect badges,&amp;quot; Marshal Burke grumbles that &amp;quot;they'll respect a nine millimeter,&amp;quot; making it seem like the problem is that he bought a .45.&lt;br /&gt;
&lt;br /&gt;
The pistol returns in ''Hours of Darkness'' as the main sidearm for most enemies and allies, and like the base game is usually the first firearm acquired (there is a Smith &amp;amp; Wesson Model 29 hidden before it). The model is unchanged and is thus anachronistic for the period that the DLC is set. Additionally, its appearance as the standard sidearm for Vietcong soldiers is odd - while North Vietnamese troops did on occasion make use of M1911-style pistols (including handmade copies), Soviet-designed firearms such as the [[Tokarev TT-33]] and [[Makarov PM]] were infinitely more common. &lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|400px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
[[Image:FC5-1911-2.jpg|thumb|none|600px|The basic 1911 in the store. Without an optic fitted, the rail mounting is not present. The description is a rather blatant lie since the base model is a 1924 M1911A1 rather than a WWI-era M1911, nevermind that the SW1911 has only been produced since 2003. This is a pre-1.5 patch shot: the &amp;quot;handling&amp;quot; stat of all versions of the SW1911 was reduced from 8 to 7 by that patch.]]&lt;br /&gt;
[[Image:FC5-1911-3.jpg|thumb|none|600px|The &amp;quot;Shark&amp;quot; variant wants you to be very scared of the recoil spring.]]&lt;br /&gt;
[[Image:FC5-1911-4.jpg|thumb|none|600px|It is not at all clear why this variant is called &amp;quot;Toaster&amp;quot; or why it is said to be chrome when its actual gimmick is a fancy floral engraved slide.]]&lt;br /&gt;
[[Image:FC5-1911-5.jpg|thumb|none|600px|The &amp;quot;Aerial Force&amp;quot; variant is part of a pre-order DLC pack that rather more usefully includes a free attack helicopter. This is now part of the paid DLC &amp;quot;Deluxe Pack.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-1911-6.jpg|thumb|none|600px|The &amp;quot;Doomsday Prepper&amp;quot; variant is another pre-order DLC model, and doubtless will lead to 9mm fans grumbling about how entirely too realistic it is for the game's version of America to contain a million identical M1911 variants. As of May 8th 2018, this variant is also part of the &amp;quot;Care Package&amp;quot; pack which is free to Season Pass holders or available as paid DLC.]]&lt;br /&gt;
[[Image:FC5-1911big-1.jpg|thumb|none|600px|The &amp;quot;Golden Aerie,&amp;quot; a long-barrel &amp;quot;prestige&amp;quot; variant with a compensator. Strangely, it seems the basic &amp;quot;1911 Extended&amp;quot; that this is a prestige version of is not actually in the game. This version got shoved out of the &amp;quot;featured&amp;quot; tab in patch 1.5, and is now relegated to being listed with the other sidearms.]]&lt;br /&gt;
[[Image:FC5-1911-1.jpg|thumb|none|600px|Like the Kimber of old, the SW1911 has a tendency to grow a rail mount in cutscenes, such as this one where Marshal Burke decides to explain his escape plan to his pistol rather than the Deputy.]]&lt;br /&gt;
[[Image:FC5-1911-7.jpg|thumb|none|600px|The Deputy holds the SW1911 after surviving a foolish attempt to achieve anything through the use of a helicopter in a videogame cutscene.]]&lt;br /&gt;
[[Image:FC5-1911-8.jpg|thumb|none|600px|Having escaped from that forest and into a different forest, she reloads her SW1911, wondering why she would need to use the BINOCULARS to see something twenty yards away.]]&lt;br /&gt;
[[Image:FC5-1911big-2.jpg|thumb|none|600px|As she does battle with the cult's elite &amp;quot;idiot on a jetski&amp;quot; unit she reloads the &amp;quot;Golden Aerie&amp;quot; variant, giving a nice view of the added compensator. Unfortunately, the in-cover positions for this weapon show that the &amp;quot;ports&amp;quot; in the compensator are actually solid.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
Submachine guns now all run on &amp;quot;SMG ammo&amp;quot; rather than the TEC-9 using pistol ammo as in ''Far Cry 4'': this is in spite of the fact that all of the SMGs in the game using 9x19mm or .45 ACP ammo as the pistols do. A special armor-piercing variety is also available.&lt;br /&gt;
&lt;br /&gt;
SMG ammo is noticeably rarer in ''Far Cry 5'', as there are no longer any enemy classes that solely wield SMGs (''Far Cry 3'' and ''4'' had SMG troops called &amp;quot;Chargers&amp;quot; armed with [[PP-19 Bizon]]s), but SMG ammo can still be acquired from the M11/9s carried by snipers and rocket troops.&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SMG-11&amp;quot; in this game, rather than being a [[MAC-10]] as in several other recent Ubisoft titles, is a [[Cobray M11/9]], or to be more exact an SWD M11/9 since it is select-fire and has the correct pin placements and fire selector location, however is called [[MAC-11]] in ''Far Cry Arcade''. It can be distinguished from an Ingram-made MAC by the almost symmetrical length of the receiver forward and rear of the pistol grip, as opposed to the shorter rear of a MAC. It has a taller MAC-style charging handle with a notch cut into it so it does not disrupt the weapon's sightline: this type of charging handle is available for an M11/9. It also has a MAC-style stock, though it would only take about two minutes with a hacksaw to remove the extra wire loop from the Cobray stock.&lt;br /&gt;
&lt;br /&gt;
In the initial ''Far Cry 5'' demos it was called the &amp;quot;M11A1,&amp;quot; which is a name more commonly applied to the MAC-11 rather than the M11/9. Markings on the M11/9 correctly give the caliber as 9x19mm: though it defaults to a capacity of 24 rounds, the extended magazine upgrade gives it the correct 32. &lt;br /&gt;
&lt;br /&gt;
Like the real gun, it has semi and fully automatic fire modes. Unlike the real gun, it is very controllable in fullauto. As with the low-level SMGs in the previous ''Far Cry'' games, it is the default sidearm for enemies with sniper rifles or rocket launchers.&lt;br /&gt;
&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|400px|SWD / Cobray M11/9 SMG with folding stock - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MAC-1.jpg|thumb|none|600px|The M11/9 in the store. Pre-release images showed it without its front strap, which apparently angered the front strap and led to it colonizing several other weapons it has absolutely no business being on. The description invents the class &amp;quot;subcompact machine pistol,&amp;quot; which would only really make sense if it was a gun designed to be used by mice.]]&lt;br /&gt;
[[Image:FC5-MAC-2.jpg|thumb|none|600px|The Deputy holds her recently pilfered M11/9. Note that the fire selector is pointed to semi and the top part of the rear sight is missing: it should be a peephole rather than a notch.]]&lt;br /&gt;
[[Image:FC5-MAC-4.jpg|thumb|none|600px|Reloading the M11/9 in its standard colour scheme shows a flimsy attempt to hide this by adding &amp;quot;safe&amp;quot; and &amp;quot;fire&amp;quot; markings, nevermind that M11/9s do not use HK-style fire selector color codes (the settings are marked &amp;quot;SEMI&amp;quot; and &amp;quot;SMG&amp;quot;) and the M11/9's safety is a slider inside the trigger guard, which is completely missing on the in-game weapon. Note the long rear of the receiver which shows this is not a MAC.]]&lt;br /&gt;
[[Image:FC5-MAC-5.jpg|thumb|none|600px|The in-world model makes this even clearer.]]&lt;br /&gt;
[[Image:FC5-MAC-3.jpg|thumb|none|600px|Later the Deputy reloads her custom M11/9 with a Prestige color scheme and an optic fitted: doing the latter fits the M11/9 with a rail system more commonly seen on Airsoft guns, complete with a side extension to the charging handle. It also prevents the selector from ever being put into the &amp;quot;auto&amp;quot; position. The Deputy is thankful that this cannot stop her, since as an American she has an inalienable right to harm bears.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion Vz.61==&lt;br /&gt;
&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] returns in ''Far Cry 5'' as the &amp;quot;Skorpion.&amp;quot; Like the M11/9, it is part of the &amp;quot;sidearm&amp;quot; class of weapons, allowing it to be fired while the deputy is driving a vehicle or on a zipline. The weapon utilizes the game's new select-fire capability, but in an unusual way - fully automatic fire and a three-round burst are the only options, while semi-automatic is not. Obviously this is not how the Skorpion actually operates. Interestingly, there is actually an animation for this, with the fire selector visibly changing position, though it simply does so by itself rather than requiring any encouragement from the player character.&lt;br /&gt;
&lt;br /&gt;
The Skorpion unlocks at a resistance level of 2.&lt;br /&gt;
&lt;br /&gt;
A suppressed version can anachronistically be found in ''Hours of Darkness''. While older [[Vz. 61 Skorpion]]s did see use in the Vietnam War, the updated CZ Vz. 61 E that ''Far Cry 5's'' Skorpion is based on was not produced until the 1990s. &lt;br /&gt;
&lt;br /&gt;
[[File:Yugoslav Model 61 Skorpion.jpg|thumb|none|400px|CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[Image:FC5-Skorp-1.jpg|thumb|none|601px|You know, you shouldn't act like guns have feelings. They hate that.]]&lt;br /&gt;
[[Image:FC5-Skorpion-2.jpg|thumb|none|600px|The ''ludicrously'' expensive &amp;quot;Big Spender&amp;quot; prestige version is at least aptly named.]]&lt;br /&gt;
[[Image:FC5-Skorpion-3.jpg|thumb|none|600px|The Deputy holds a scoped, suppressed Skorpion as a dying cultist tries to persuade her dog to be his successor.]]&lt;br /&gt;
[[Image:FC5-Skorpion-4.jpg|thumb|none|600px|Reloading her Skorpion, she instantly regrets upgrading it to have a fancy stainless steel finish on a sunny day.]]&lt;br /&gt;
[[Image:FC5-Skorpion-5.jpg|thumb|none|600px|Having finally taken leave of her senses enough to buy the &amp;quot;Big Spender&amp;quot; version, the Deputy takes it out for a spin.]]&lt;br /&gt;
[[Image:FC5-Skorpion-6.jpg|thumb|none|600px|Reloading provides a suitable display of patriotism.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
&lt;br /&gt;
The same [[Heckler &amp;amp; Koch MP5A3]] from ''Far Cry 3'' and ''4'' with the unusual vented handguard reappears in ''Far Cry 5''. This time, the weird rear sight has been replaced with the normal diopter rear sight. The reload is now correct; instead of the motorized cocking handle from the previous two games that locked back on its own during an empty reload, the Deputy now locks back the bolt handle themselves: the charging handle also does not reciprocate when the weapon is fired as it did in the last two games. Despite having an S-E-F lower, the MP5 has auto, semi and burst modes, defaulting to burst for some reason. It is unlocked to purchase for achieving a resistance level of 1.&lt;br /&gt;
&lt;br /&gt;
As with the Skorpion, the fire selector on the MP5s actually moves to show the current fire mode. Strangely, rather than just inventing an extra fire selector position or having no &amp;quot;safe&amp;quot; position, the MP5s all use the fully up position (actually &amp;quot;safe&amp;quot;) for both burst and auto, and the middle position as semi.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP5-1.jpg|thumb|none|601px|MP5A3 on the store menu. Strangely, the gun has been reworked with an SEF trigger pack with upside-down selector markings, with the old model's Navy fire selector pointing at the position marked as &amp;quot;auto&amp;quot; which is actually &amp;quot;safe.&amp;quot; This is an all-new mistake for ''Far Cry 5'' given it was pointed in the right direction and on a Navy trigger pack in ''4''.]]&lt;br /&gt;
[[Image:FC5-MP5-2.jpg|thumb|none|600px|Like any good ''Far Cry'' protagonist, the Deputy understands neither the concept nor function of a suppressor.]]&lt;br /&gt;
[[Image:FC5-MP5-3.jpg|thumb|none|600px|Reloading: unlike in the last two games where the charging handle would helpfully put itself into the locked position at the start of the animation, the Deputy locks it back by hand. This is only done for the empty reload animation, otherwise the handle is not touched and the Deputy simply switches mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as the &amp;quot;MP5K&amp;quot;. It is one of the &amp;quot;Club Rewards&amp;quot; for using Ubisoft's uPlay service, and costs 20 points to unlock. Oddly, it still counts as a full-size weapon and cannot be equipped to the sidearm slot. It has the same fire selector options as the MP5A3 and MP5SD3.&lt;br /&gt;
&lt;br /&gt;
A Prestige variant, &amp;quot;American Muscle,&amp;quot; was added on May 8th 2018 as part of the &amp;quot;Care Package,&amp;quot; a pack provided free to Season Pass holders and available as paid DLC outside this.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP5K-1.jpg|thumb|none|600px|The MP5K here is shown on the customize menu rather than the buy menu, showing the various options. The two suppressors are a round one and a design very obviously based on the SilencerCo Osprey: these two are just cosmetic options. Above are the various scopes, which change size to match the weapon they are mounted on, leading to comically tiny ELCAN scopes on some weapons.]]&lt;br /&gt;
[[Image:FC5-MP5K-4.jpg|thumb|none|600px|The &amp;quot;American Muscle&amp;quot; variant somehow resists repeating the joke about it not even being an American gun.]]&lt;br /&gt;
[[Image:FC5-MP5K-2.jpg|thumb|none|600px|The Deputy holds her MP5K as she discovers a sign indicating a carpole lane.]]&lt;br /&gt;
[[Image:FC5-MP5K-5.jpg|thumb|none|600px|Iron sights of the &amp;quot;American Muscle&amp;quot; variant: note the now-correct drum diopter rear sight rather than the weird thing the two previous games have used for their MP5s.]]&lt;br /&gt;
[[Image:FC5-MP5K-3.jpg|thumb|none|600px|Reloading: as with the other MP5s, the safety is on.]]&lt;br /&gt;
[[Image:FC5-MP5K-6.jpg|thumb|none|600px|The &amp;quot;American Muscle&amp;quot; variant allows her to perform the same action but in a much more patriotic fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
&lt;br /&gt;
Rounding out the MP5 family, the [[Heckler &amp;amp; Koch MP5SD]] is also available in the submachine gun arsenal as the &amp;quot;MP5SD&amp;quot;. While interesting from a variety standpoint, there is no tangible benefit to actually using the MP5SD3 in the campaign, as the regular MP5A3, unlocked significantly sooner (at resistance level 1 rather than 8), can itself be equipped with a suppressor to make it completely identical stat-wise and only slightly more expensive. It has the same fire selector options as the MP5A3 and MP5K.&lt;br /&gt;
&lt;br /&gt;
The ''Hours of Darkness'' DLC unlocks a Prestige variant, rather unimaginatively named the &amp;quot;Hours of Darkness&amp;quot; variant adorned with gold inlaid flowers and scales as well as a South Vietnamese flag tricolor red bars on the mag. &lt;br /&gt;
&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;
[[Image:FC5-MP5SD-1.jpg|thumb|none|601px|Unfortunately the front of the integral suppressor appears to have contracted some kind of vile disease. This is actually because, for no apparent reason, the integral suppressor is made from the same round suppressor model used by the other weapons.]]&lt;br /&gt;
[[Image:FC5-MP5SD-5.jpg|thumb|none|600px|Presumably this is the reward due to the more stealthy gameplay of ''Hours of Darkness''.]]&lt;br /&gt;
[[Image:FC5-MP5SD-2.jpg|thumb|none|600px|The Deputy holds her MP5SD as she looks over the ruins of an old aqueduct leading down from the mountains.]]&lt;br /&gt;
[[Image:FC5-MP5SD-3.jpg|thumb|none|600px|While looking for Captain Price, she reloads her MP5SD. Note the fire selector: this is the position used for burst and auto...]]&lt;br /&gt;
[[Image:FC5-MP5SD-4.jpg|thumb|none|600px|...while semi correctly uses the middle position.]]&lt;br /&gt;
[[Image:FC5-MP5SD-6.jpg|thumb|none|600px|The Deputy holds her vaguely-Vietnam-themed MP5SD3 as she admires a helicopter that has the Vietnam theme thing down a little better.]]&lt;br /&gt;
[[Image:FC5-MP5SD-7.jpg|thumb|none|600px|Reloading shows a South Vietnamese flag theme on the magazine but a star on the receiver, leading to some question as to which side this gun is supposed to be on.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
&lt;br /&gt;
Returning from ''[[Far Cry 4]]'', the [[Intratec TEC-9]] again reappears as the &amp;quot;A-99.&amp;quot; As with the Vz. 61 and the M11/9, it is classified as a sidearm alongside the handguns, which allows it to be used from a vehicle or while zip-lining. It inaccurately has auto and semi-auto fire modes, a feature which never existed on the TEC-9: auto-converted TEC-9s are auto-only, not select-fire.&lt;br /&gt;
&lt;br /&gt;
Oddly, despite that a modelled drum magazine already existed in ''Far Cry 4'', the ''Far Cry 5'' TEC uses the same straight magazine even if the capacity is upgraded. In addition, the ELCAN-style tube reflex sight's quick-release lever clips partway through the TEC's charging handle, which it did not do in the previous game.&lt;br /&gt;
&lt;br /&gt;
It is the last of the automatic weapons in the sidearm class to unlock, requiring a resistance level of 5.&lt;br /&gt;
 &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:FC5-TEC-1.jpg|thumb|none|601px|TEC-9 on the store menu. As before, it has both the side-mounted rear sling mount of a TEC-9 and the removable rear-mounted sling mount of a TEC-DC9. The charging handle seems to be pushed down here, meaning the safety is on, but it is not in the game itself. The description is a slightly wide-of-the-mark reference to the use of the TEC-9's older brother, the [[Interdynamic KG-99]], in the classic 80s TV series ''[[Miami Vice (TV Series)|Miami Vice]]''.]]&lt;br /&gt;
[[Image:FC5-TEC-2.jpg|thumb|none|600px|The Deputy holds a suppressed TEC-9 at the conclusion of a series of remarkably stupid decisions by all parties involved. Note that unlike in ''Far Cry 4'' where Ajay held the TEC-9 by grasping the magwell, the Deputy is shown using the magazine as a grip.]]&lt;br /&gt;
[[Image:FC5-TEC9-3.jpg|thumb|none|600px|Reloading: note the lifted-up charging handle meaning the safety is not on, and the unfortunate way it clips through the base of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==MP34==&lt;br /&gt;
&lt;br /&gt;
A Prestige &amp;quot;Rye &amp;amp; Sons&amp;quot; version of the [[Steyr MP34]] from ''Far Cry 4'' (with added pointless MAC grip strap) was the reward for completing the eighth Live Event by having AI companions kill at least ten enemies. It has more or less the same stats as the MP40, with just the rate of fire and handling swapped around. The MP34, like the MP40, is locked to full auto, though true Steyr MP34s were select-fire weapons. &lt;br /&gt;
&lt;br /&gt;
The standard version had a rather odd release: rather than being added once the Live Event finished, it was first added to the Far Cry Arcade map editor on May 25th 2018 as part of the 1.6 patch update. The standard version was released May 29th 2018: unlike most of the other standard variants of Live Event guns, it only has a single default paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mp34.jpg|none|thumb|400px|Steyr-Solothurn MP34- 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP34-1.jpg|none|thumb|600px|Sadly this is &amp;quot;worse&amp;quot; as in &amp;quot;not as good.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-MP34-5.jpg|none|thumb|600px|The standard version features a non-trademark-infringing version of the gun's reputation as &amp;quot;the Rolls-Royce of submachine guns.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-MP34-2.jpg|none|thumb|600px|The Deputy takes her MP34 out for a midnight stroll.]]&lt;br /&gt;
[[Image:FC5-MP34-3.jpg|none|thumb|600px|While paying a visit to the abstract concept storage yard of the most ramshackle radar station ever constructed, the Deputy reloads her MP34 as she admires the Not Drinking Water and box of Up.]]&lt;br /&gt;
[[Image:FC5-MP34-4.jpg|none|thumb|601px|The deputy notices that her MP34 has miraculously grown an accessory rail after mounting an optic, as is the case with many of ''Far Cry 5's'' weapons. She is at least grateful that this is not one of the Kyrati-made MP34s that have an unusable accessory rail affixed at all times.]]&lt;br /&gt;
[[Image:FC5-MP34-6.jpg|none|thumb|600px|The Deputy holds the standard version of the MP34 as she surveys the damage from too many people climbing the local radio tower to get new weapons.]]&lt;br /&gt;
[[Image:FC5-MP34-7.jpg|none|thumb|600px|Empty-reloading the standard version, the Deputy gives the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
&lt;br /&gt;
The [[MP40]] also appears - like most of the game's weapons, it has extensive customization options available, including (rather strangely) the addition of a MIL-STD-1913 rail and modernized optics. A rather unusual weapon for the Montana setting, where an American [[M3 &amp;quot;Grease Gun&amp;quot;]] or [[Thompson]] would make more sense. The MP40 is the only SMG to lack selective-fire (being locked to fully automatic), which is accurate to the real gun. It will grow an aftermarket RIS rail if one is required.&lt;br /&gt;
&lt;br /&gt;
The MP40 unlocks at a resistance level of 4: this is rather strange since the MP5 unlocks much earlier and all of its stats are either the same or better.&lt;br /&gt;
&lt;br /&gt;
Oddly, it is the main submachine gun used by the Vietcong in ''Hours of Darkness''. While they did use MP40s supplied to them by the Soviets or captured from the French during the Indochina War, they chiefly used Soviet SMGs such as the [[PPSh-41]] or [[PPS-43]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[Image:FC5-MP40-1.jpg|thumb|none|601px|This is not a hornet's nest you needed to kick, Ubisoft.]]&lt;br /&gt;
[[Image:FC5-MP40-2.jpg|thumb|none|600px|The Deputy holds an MP40, struggling to resist singing &amp;quot;Edelweiss&amp;quot; as her dog and cougar preemptively pretend they are not with her.]]&lt;br /&gt;
[[Image:FC5-MP40-3.jpg|thumb|none|600px|Aware of the danger of high cliffs, she reloads her MP40. It is not clear how this is going to help.]]&lt;br /&gt;
[[Image:FC5-MP40-4.jpg|thumb|none|600px|A male Deputy pulls the bolt back on his MP40 after a bout of helicopter-tipping.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
&lt;br /&gt;
The second of the weekly club challenges was the first to add a new weapon, a [[TDI Vector]] in a very 80s color scheme called &amp;quot;4 Color Fun.&amp;quot; The Vector had already been found to be in the game files by enterprising hackers, and several PC players reported having the weapon fully unlocked to buy in the store (called &amp;quot;Vector .45 ACP Classic&amp;quot;) before it was removed by a patch. The &amp;quot;Classic&amp;quot; version was re-added to the store in the patch for the third weekly Live Event as a Prestige weapon, with the minor qualifier that it costs $7,200. At the time it was the only Prestige weapon which had multiple paint schemes.&lt;br /&gt;
&lt;br /&gt;
The Vector features an extremely high rate of fire, and like the MP5 it curiously defaults to burst fire mode. By default it has a 30-round magazine (reflecting the alleged capacity of the &amp;quot;MagEx 30&amp;quot; extended magazine before it had to be changed to &amp;quot;MagEx 25+&amp;quot; over quality control issues), which increases to an incorrect 40 with an extended mag upgrade. The model is slightly reworked from ''Far Cry 4'', in particular deleting the old model's unusable flashlight. The unlock condition for it was to play Far Cry Arcade maps for 40 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC5-Vector-1.jpg|thumb|none|600px|This appears to be the less well-known Coleco Vector.]]&lt;br /&gt;
[[Image:FC5-Vector-4.jpg|thumb|none|600px|The &amp;quot;Classic&amp;quot; Vector on the menu. The 1.5 patch moved this version from the SMG tab to the &amp;quot;featured&amp;quot; tab and removed &amp;quot;Classic&amp;quot; from the weapon's name.]]&lt;br /&gt;
[[Image:FC5-Vector-2.jpg|thumb|none|600px|After slapping a suppressor and an ACOG scope on her gaudy lump of plastic, the Deputy resumes her usual hobby of murdering random wildlife.]]&lt;br /&gt;
[[Image:FC5-Vector-3.jpg|thumb|none|600px|Reloading the Vector. Since it was already modelled with a 3-position fire selector (and has been since ''Far Cry 3''), it is not incorrect for it to have safe, semi and burst modes. Like the Skorpion, changing the fire mode visibly moves the fire selector, though there is no corresponding hand animation and it simply moves by itself.]]&lt;br /&gt;
[[Image:FC5-Vector-6.jpg|thumb|none|600px|The paint schemes for the regular version of the Vector include the &amp;quot;Red Stopper&amp;quot; scheme, which replicates the look of the &amp;quot;Shredder&amp;quot; from the previous game.]]&lt;br /&gt;
[[Image:FC5-Vector-5.jpg|thumb|none|600px|The Deputy reloads the &amp;quot;Classic&amp;quot; Vector in its default color scheme as she takes on the dreaded giant doom-cow.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
All shotguns have three ammunition types: normal buckshot, incendiary buckshot, and slugs.&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
&lt;br /&gt;
The [[Baikal MP-133]] returns as the &amp;quot;M133&amp;quot;, the principal pump-action shotgun in ''Far Cry 5''. While MP-133s can still be found in the US, they are far less common than domestically produced pump-actions from Remington, Ithaca or Mossberg, making it somewhat strange. There is a standard length variant with wood furniture (including as before a forend from a Remington 870), a pistol-grip version with synthetic furnishings, and a shorty variant. The full-length version is commonly found being used by both enemies and allied NPCs, and is used by Deputy Hudson in the introduction.&lt;br /&gt;
&lt;br /&gt;
The MP-133 has a capacity of 7, which is actually correctly implemented on an empty reload by having the Deputy load a single shell into the action before loading the magazine tube. Unfortunately this same animation is also used when switching ammo types, without any animation for unloading the shotgun first.&lt;br /&gt;
&lt;br /&gt;
The basic MP-133 is unlocked by default, while the &amp;quot;M&amp;quot; version requires a level of 2. The &amp;quot;MS&amp;quot; requires a slightly ludicrous 7, though why anyone would use it when they have already unlocked the much better SPAS is not clear. &lt;br /&gt;
&lt;br /&gt;
A reworked version of the full-length Baikal is the only shotgun in ''Hours of Darkness''. Among other things it has the vented barrel rib and RIS rail removed, a shortened magazine tube, and an Ithaca-style forend. The Baikal is anachronistic since it entered production nearly three decades after the Vietnam War, although the inscription &amp;quot;MN500&amp;quot; suggests it to be the in-universe incarnation of a [[Mossberg 500]]. The Vietcong did not commonly use shotguns, so it would be more appropriate to either use the double-barrel shotgun (reflecting an irregular soldier's hunting shotgun), the very common Stevens Model 77E used by South Vietnamese forces, or one of the shotguns used by the US Marine Corps or US Army like the [[Remington 870]] or one of the various Winchester pump-actions.&lt;br /&gt;
&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
[[File:Baikal MP-133 Pistol Grip.jpg|thumb|none|400px|Baikal MP-133 with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:FC5-MP133-1.jpg|thumb|none|600px|MP-133 on the store menu.]]&lt;br /&gt;
[[Image:FC5-MP133-2.jpg|thumb|none|601px|&amp;quot;M&amp;quot; (presumably &amp;quot;modernized&amp;quot;) variant.]]&lt;br /&gt;
[[Image:FC5-MP133-3.jpg|thumb|none|601px|The &amp;quot;MS&amp;quot; (&amp;quot;modern, sawed&amp;quot; according to the editor) comes with a fancy heat shield. It also somehow has the same capacity as the full-size version. It also has the same stats aside from one less point in accuracy and range: the green boosts shown here are from the reflex sight mounted on it. The 1.5 patch, however, gave it a base handling score of 6 rather than 5.]]&lt;br /&gt;
[[Image:FC5-MP133-4.jpg|thumb|none|600px|The MP-133 is one of the cheaper &amp;quot;Prestige&amp;quot; weapons, probably because the result looks like a prop from a ''Harry Potter'' movie.]]&lt;br /&gt;
[[Image:FC5-Baikal-5.jpg|thumb|none|600px|Smouldery the Bear discovers to his cost that a shotgun full of incendiary rounds indicates someone who has no intention of preventing forest fires.]]&lt;br /&gt;
[[Image:FC5-MP133-6.jpg|thumb|none|600px|Performing an empty reload or changing ammo types has the Deputy start by opening the action to place a shell directly into the breech. This is probably because the old reload (loading one shell, pumping the forend and then loading the rest) confused less gun-literate players into thinking that the reload animation was glitching out and happening twice.]]&lt;br /&gt;
[[Image:FC5-MP133-7.jpg|thumb|none|600px|She then loads the rest into the magazine tube as her dog gets bored of this and starts chasing his own tail.]]&lt;br /&gt;
[[Image:FC5-MP133-8.jpg|thumb|none|600px|The pistol-grip &amp;quot;M&amp;quot; version's only real difference in first-person is the color of the forend.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-MP133-9.jpg|thumb|none|600px|The &amp;quot;MS&amp;quot; variant can at least be distinguished from the base model. It is not nearly as effective against helicopters as this shot might suggest.]]&lt;br /&gt;
[[Image:FC5-MP133-10.jpg|thumb|none|600px|On the other hand, it is ''exactly'' as effective against wolves as this one suggests.]]&lt;br /&gt;
[[Image:FC5-MP133-11.jpg|thumb|none|600px|Wendell Redler holds the ''Hours of Darkness'' version of the MP-133 as he begins to suspect that the VC soldier who said this sniper rifle came with a tactical light may not have been being entirely forthright.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
&lt;br /&gt;
A [[Double Barrel Shotgun]] appears as the &amp;quot;SBS&amp;quot; (presumably &amp;quot;side-by-side&amp;quot; since it is certainly not a short-barrel shotgun). It has superior range to the MP-133, making it more suitable for use with slug ammunition, has a tighter spread when firing buckshot and switches ammunition types faster than the tube magazine shotguns, though it is a little curious that the pump-action shotgun is unlocked before the break-open one since the former is still superior in most situations. The &amp;quot;SBS&amp;quot; is also the only weapon in the shotgun category that cannot accept a suppressor (the &amp;quot;D2&amp;quot; is classified as a sidearm). It is unlocked at a resistance level of 4.&lt;br /&gt;
&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|400px|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:FC5-Shotgun-1.jpg|thumb|none|601px|Well-suited to making those darn kids get off your lawn.]]&lt;br /&gt;
[[Image:FC5-Shotgun-2.jpg|thumb|none|600px|See, even they think so.]]&lt;br /&gt;
[[Image:FC5-Shotgun-3.jpg|thumb|none|600px|The Deputy decides that grandpa's shotgun will be all she needs to deal with these gosh darned cultists.]]&lt;br /&gt;
[[Image:FC5-Shotgun-4.jpg|thumb|none|600px|Like the Double Rifle in the previous game, the &amp;quot;SBS&amp;quot; has two different reload animations: here the gun ejects only the spent shell in the left barrel. The one in the right barrel has a struck primer, but at this point you may be noticing a trend.]]&lt;br /&gt;
[[Image:FC5-Shotgun-5.jpg|thumb|none|600px|She then loads a new shell.]]&lt;br /&gt;
[[Image:FC5-Shotgun-6.jpg|thumb|none|600px|Firing both barrels allows the Deputy to put everything she learned playing ''Doom'' to good use.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
&lt;br /&gt;
A [[Sawed-Off Double Barrel Shotgun]] appears under the same &amp;quot;D2&amp;quot; name used in ''Far Cry 4'': as in that game, it is classified as a sidearm rather than a shotgun. This time around, it's an actual shotgun and not a cut-down .700 Nitro elephant rifle. It also appears to have been manufactured as a short barrel shotgun: while it has a plate that suggests the grip is cut down, it has a front sight. Thus, it is actually just a short double-barrel shotgun with a pistol grip rather than a true &amp;quot;sawed-off.&amp;quot; It is unlocked at a resistance level of 5.&lt;br /&gt;
&lt;br /&gt;
Unlike in the other games, the Deputy does not fire both barrels at once: instead they fire one at a time (the left one first), and like with the double rifle in the previous game, there is a different reload animation for the weapon if only one barrel has been fired.&lt;br /&gt;
&lt;br /&gt;
A Prestige variant, &amp;quot;Sin Eater,&amp;quot; is granted for free as a reward for defeating Faith Seed. A second Prestige variant, the &amp;quot;Outlaw,&amp;quot; was added on May 8th 2018 as part of the &amp;quot;Care Package,&amp;quot; a pack provided free to Season Pass holders and available as paid DLC outside this.&lt;br /&gt;
&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed-off Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:FC5-D2-1.jpg|thumb|none|601px|Given how many things have featured both wastelands and sawed-off shotguns, it is very hard to tell what this is a reference to. At least it's an actual shotgun this time.]]&lt;br /&gt;
[[Image:FC5-D2-2.jpg|thumb|none|601px|Menu image of the &amp;quot;Sin Eater&amp;quot; prestige variant, which is unlocked for defeating Faith, one of Joseph Seed's three &amp;quot;Heralds.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-D2-6.jpg|thumb|none|600px|&amp;quot;Outlaw&amp;quot; variant on the menu: note that currently, it has the exact same description as the regular version.]]&lt;br /&gt;
[[Image:FC5-D2-3.jpg|thumb|none|600px|The Deputy holds the double-barrel shotgun, hoping nobody is in that watchtower.]]&lt;br /&gt;
[[Image:FC5-D2-4.jpg|thumb|none|600px|Finding a more appropriate target, she gives him a good blasting. Though only with one barrel.]]&lt;br /&gt;
[[Image:FC5-D2-5.jpg|thumb|none|600px|Reloading: the &amp;quot;D2&amp;quot; has the same reloading animations as the &amp;quot;SBS.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
&lt;br /&gt;
A left-handed [[Franchi SPAS-12]] is featured once again with the same odd RIS rear sight: it is second-to-last shotgun to unlock at a resistance level of 6, and the only one which is semi-automatic. As before it has no stock, but it now features a full-length barrel and magazine tube. It now has a correct reload: rather than pumping the forend during the reload which is not possible when the weapon is in semi-auto, the side mounted charging handle is used. The empty reload has the Deputy load a shell into the chamber first and them ride the charging handle forward before loading the rest into the magazine tube, explaining the 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|400px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[Image:FC5-SPAS-1.jpg|thumb|none|601px|The description seems a little far-fetched since there's no way that didn't already mean &amp;quot;punching people&amp;quot; in ''Far Cry's'' universe.]]&lt;br /&gt;
[[Image:FC5-SPAS-2.jpg|thumb|none|600px|Prestige version with an almost-certainly-untrue description.]]&lt;br /&gt;
[[Image:FC5-SPAS-3.jpg|thumb|none|600px|The Deputy wonders if the cult's mind-controlling drugs may be having some side effects as she holds a suppressed left-handed SPAS-12 fitted with a medium-range rifle scope.]]&lt;br /&gt;
[[Image:FC5-SPAS-4.jpg|thumb|none|600px|Figuring she might as well go along with it, she loads her SPAS with some blue shells to annoy whoever is in first place. Note that as is common in videogames she is not pressing the carrier latch button: the SPAS cannot actually be loaded unless this is pressed. The owner's manual in fact recommends flipping the SPAS upside-down to reload it, pushing the latch with the right thumb while loading with the left hand, making it one of the few times a flashy videogame reload would be entirely justified.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
All rifles use a single common type of ammunition, of which there are normal and armor-piercing types.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional custom rifle known as the &amp;quot;AR-C&amp;quot; is available. It is the standard weapon for most enemies and allies, and is fast-firing in fully automatic mode and fairly accurate when firing single shots or short bursts, but deals relatively puny damage. While the name would imply it is supposed to be a [[Remington ACR]] it only superficially resembles one, and includes a number of features which show it to be an AR-pattern rifle such as an AR bolt release paddle (that is never used when reloading, the Deputy opting instead to rack the charging handle). The delineation between upper and lower is clearly AR-based, though the rear does not come together in quite the same way: the receiver appears to have been based on a Mega Arms MATEN ambi .308 upper and lower set (hence the lack of a forward assist), swapping the magwell for one from a 5.56mm lower. &lt;br /&gt;
&lt;br /&gt;
It has an M-LOK carbine handguard which is attached using Daniel Defense's patented &amp;quot;Bolt-Up&amp;quot; mounting system, wherein the handguard is attached using hex bolts that pass through a plate clamped around a modified barrel nut. It uses the older Bolt-Up system with six bolts: the current version only has four, deleting the two at the 3 and 9 o'clock positions. Presumably the handguard is supposed to be a Daniel Defense MFR M-LOK, though the spacing of the holes in it is completely incorrect for that. Rounding things out is a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, a Radian Weapons Raptor ambidextrous charging handle and a stock which is an amalgamation of a Magpul UBR and ACS.&lt;br /&gt;
&lt;br /&gt;
The weapon has semi, auto, and three-round burst fire modes available, even though the selector only has three positions (in practice this means semi is depicted correctly but burst and auto both have the selector in the auto position), and has HK-style white and red fire mode markings. It feeds from 30-round PMAGs with Ranger Plates: the grip ribs on these are rather shallow and get into the realm of complete fiction towards the rear. Its rate of fire is absurdly fast for an AR-type rifle, approaching that of some SMGs. The rear sight has two V-notch settings, only one of which can actually be used. While Picatinny rear sights with a notch in place of the large aperture exist, a sight with both settings as notches is extremely unusual and may well be completely fictional.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-ARC-1.jpg|thumb|none|600px|The default &amp;quot;AR-C,&amp;quot; and one of the many victims of the plague of useless front straps currently sweeping Montana. Note the incorrect claim that this select-fire rifle is semi-automatic, and that per videogame tradition, the front iron sight is mounted backwards. The 1.6 update changed the range of all &amp;quot;AR-C&amp;quot; variants from 5 to 6.]]&lt;br /&gt;
[[Image:FC5-ARC-2.jpg|thumb|none|600px|The Deluxe Pack's exclusive &amp;quot;Silver &amp;amp; Carbon Fiber&amp;quot; &amp;quot;AR-C&amp;quot; has this nice two-tone paint scheme and less nice repetition of the incorrect claim that it is semi-automatic. Clarification on whether it is suitable for several different end of the world scenarios or the world ending multiple times would be more appreciated, as one is substantially more useful than the other.]]&lt;br /&gt;
[[Image:FC5-ARC-3.jpg|thumb|none|600px|The paint scheme improves functionality by frightening the components into alignment.]]&lt;br /&gt;
[[Image:FC5-ARC-4.jpg|thumb|none|600px|''Far Cry 5'' demonstrates the magic words needed to start a 55-page argument about direct gas impingement on any gun forum.]]&lt;br /&gt;
[[Image:FC5-ARC-5.jpg|thumb|none|600px|Marshal Burke hands the Deputy an &amp;quot;AR-C&amp;quot; after the arrest predictably goes horribly wrong. Strangely, the &amp;quot;AR-C&amp;quot; in this sequence does not have iron sights fitted until control is handed back to the player.]]&lt;br /&gt;
[[Image:FC5-ARC-6.jpg|thumb|none|600px|The Deputy succeeds in finding an &amp;quot;AR-C&amp;quot; with a set of irons, though being on a radio tower, wonders if an optic would've been more effective. She's also very thankful she won't have to make a habit of climbing radio towers in this game. This variant of the &amp;quot;AR-C&amp;quot; with a white lower is the version used by cultists: if the weapon is acquired from the store, picked up from a dead friendly NPC or found lying around, it will have a black lower.]]&lt;br /&gt;
[[Image:FC5-ARC-7.jpg|thumb|none|600px|The Deputy would later say she was so shocked that the giant magazine actually had ammunition in it that she could not act before it ate her friend.]]&lt;br /&gt;
[[Image:FC5-ARC-8.jpg|thumb|none|600px|Reloading the &amp;quot;Silver &amp;amp; Carbon Fiber&amp;quot; version: note the Battle Arms Development Enhanced Single-Side fire selector, which amazingly is actually set to &amp;quot;auto.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
&lt;br /&gt;
In the hand-drawn intro of ''Hours of Darkness'', Vietcong soldiers are shown holding [[AK-47]]s, with both slab-sided and ribbed magazines. They use the game's regular AKM during actual gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ak_54.jpg|thumb|400px|none|Type III AK-47 with prototype slab sided magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|400px|none|Final Production version of the Type III AK-47 with cleaning rod removed and laminated stock - 7.62x39mm]]&lt;br /&gt;
[[Image:FC5-AK47-2.jpg|thumb|600px|none|A VC soldier has a bad day as he discovers his helmet is too big and his AK has somehow ended up with a metal handguard.]]&lt;br /&gt;
[[Image:FC5-AK47-1.jpg|thumb|600px|none|One of his comrades brandishes an AK with a ribbed magazine as he uses it to demonstrate his disregard for capitalist rules of perspective.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
&lt;br /&gt;
While the strange [[AK-103]] that appeared in ''Far Cry 3'' and ''4'' has now been replaced with an AKM, the old model is briefly seen in phone footage that the Deputy views in the game's opening cutscene.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|400px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[Image:FC5-AK103-1.jpg|thumb|none|600px|For some reason this image has those blurred moving borders that people use to try to prevent content ID matches on Youtube.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
&lt;br /&gt;
An [[AKM]] missing its optic mounting bracket replaces the strange [[AK-103]] rifle seen in the previous two installments. The default AKM appears under the usual &amp;quot;AK-47&amp;quot; moniker, while a tactical version appears as the &amp;quot;AK-M&amp;quot;, taking the &amp;quot;modernized&amp;quot; factor (M in 'AKM') to a whole new level. Like the AR-C, it has a fire selector with full auto, semi-auto, and three round burst modes available. While AK variants with four-setting fire selectors do exist, the AKM is not one of these. The selector on the model only has the normal AK setting stops, and does not move to reflect the firemodes anyway: it is always in the fully down (semi auto) position. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;AK-M&amp;quot; variant features a rather interesting rail layout: rather than using a rail-top handguard, it has a half-handguard with side and underside rails, a railed gas tube, and a part-length rail on top of the receiver cover extending back from a standard rear sight block, which appears to be a fictional part-length version of the Parabellum Armament AKARS rail. It has a &amp;quot;birdcage&amp;quot; style flash hider rather than a standard AK version, an illuminated front sight pin, an AR-style stock adaptor with a stock heavily based on a Mission First Tactical Battlelink Minimalist AR stock, and uses magazines that seem to be a sort of halfway house between Magpul and Tapco AK mags.&lt;br /&gt;
&lt;br /&gt;
The two &amp;quot;prestige&amp;quot; AK variants both use the name &amp;quot;AK-MS&amp;quot; which should mean they have underfolding stocks, but neither does. Instead, their main feature is barrels shortened to the point the front sight is mounted directly in front of the gas block: it could be assumed the &amp;quot;S&amp;quot; in these names is supposed to stand for &amp;quot;short&amp;quot; rather than &amp;quot;Skladnoy&amp;quot; (&amp;quot;Collapsible&amp;quot; or &amp;quot;Folding&amp;quot; in Russian, used to denote weapons with folding or retractable stocks. &amp;quot;Ukorrochenniy&amp;quot; or &amp;quot;Shortened&amp;quot; would denote a shorter weapon.)  One called &amp;quot;The Whitetailer&amp;quot; features an AR stock adaptor like the regular &amp;quot;AK-M,&amp;quot; while the other, the &amp;quot;Warrior,&amp;quot; has no stock at all. The latter is vaguely reminiscent of the shortened [[AKMS]] from ''[[Terminator 3: Rise of the Machines]]''.&lt;br /&gt;
&lt;br /&gt;
Oddly the AK is the highest-level weapon in the rifle category, requiring a resistance level of 5 for the basic AKM and six for the custom version. It also somehow has a higher damage rating than the M14 and SOCOM 16, despite the latter being 7.62x51mm NATO battle rifles.&lt;br /&gt;
&lt;br /&gt;
The default wood-furnished AKM with a slightly tweaked skin to make it look more weathered is used by Vietcong soldiers in the ''Hours of Darkness'' DLC. In real life, it was far more common for the Vietcong to use the [[AK-47]] or Chinese [[AK-47#Norinco_Type_56|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:FC5-AK-1.jpg|thumb|none|601px|The default AKM clearly has no idea of the horrors that await below. The 1.6 patch increased the range of all AK variants from 5 to 6.]]&lt;br /&gt;
[[Image:FC5-AK-2.jpg|thumb|none|601px|The &amp;quot;AK-M,&amp;quot; more or less just the default AK after being coated in glue and thrown into a box of aftermarket accessories. The description is true of the ''actual'' AKM, but this one is only really likely to be used by ninjas around the mall.]]&lt;br /&gt;
[[Image:FC5-AK-3.jpg|thumb|none|600px|Rather like the &amp;quot;1911 Extended,&amp;quot; the &amp;quot;AK-MS&amp;quot; the two Prestige variants are based on is not available as a regular weapon.]]&lt;br /&gt;
[[Image:FC5-AK-4.jpg|thumb|none|600px|You could put five suppressors on this and it would still be too loud. The 1.5 patch changes this variant to have an accuracy of 4 but a 6 in handling.]]&lt;br /&gt;
[[Image:FC5-AK-5.jpg|thumb|none|600px|The Deputy holds an AKM as she prepares to arrest a wolf for reenacting scenes from ''Okami'' without a permit.]]&lt;br /&gt;
[[Image:FC5-AK-6.jpg|thumb|none|600px|Reloading uses the classic fancy AK reload of using the new magazine to hit the mag release and flicking the old mag out. Note the fire selector is incorrectly in the fully down (semi auto) position.]]&lt;br /&gt;
[[Image:FC5-AK-7.jpg|thumb|none|600px|The same action for the custom &amp;quot;AK-M&amp;quot; version of the AKM shows off the polymer magazine.]]&lt;br /&gt;
[[Image:FC5-AK-8.jpg|thumb|none|600px|The Deputy then correctly rocks the new magazine into place as she gains a perk point for shooting an extremely dangerous lake.]]&lt;br /&gt;
[[Image:FC5-AK-9.jpg|thumb|none|600px|Reloading one of the &amp;quot;AK-MS&amp;quot; variants, &amp;quot;The Whitetailer:&amp;quot; note the shorter barrel. The &amp;quot;Warrior&amp;quot; version would look the same as this only uglier, since as with the MP-133's &amp;quot;M&amp;quot; variant the lack of a stock is not really visible in the first-person animations.]]&lt;br /&gt;
[[Image:FC5-AK-10.jpg|thumb|none|600px|The male Deputy charges his AKM after funneling a bunch of cultists into a deathtrap.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
&lt;br /&gt;
''Hours of Darkness'' introduces an [[M16A1]] as one of the available weapons: it has a forward assist, the correct &amp;quot;birdcage&amp;quot; flash hider, and a triangular handguard, and has a tape-and-string handling loop on the magazine. It is very obviously a reskin of the base game's &amp;quot;AR-C,&amp;quot; featuring the ridiculous fire rate and completely identical stats to the 1.6 version, unchanged sound effects and animations, and allowing semi, burst, and auto despite having a conventional three-position fire selector. The M16A1, like some of the DLC's other weapons, was also made available in the main campaign store, unlocked for free just by owning the DLC. Strangely, it is referred to as the &amp;quot;MK16&amp;quot; when viewed on the weapon wheel in ''Hours of Darkness'', but is appropriately named &amp;quot;M-16&amp;quot; when viewed in the main game's store.&lt;br /&gt;
&lt;br /&gt;
The M16A1 is mostly found in the later stages of the DLC (and seldom so), offering few advantages besides rate of fire over the AKM. However, an M16A1 with a suppressor is the first suppressed rifle the player is likely to find, offering some utility for stealth. Wendell's buddy Joker also uses an M16A1 if the player manages to rescue him from captivity and selects him as an AI companion.&lt;br /&gt;
&lt;br /&gt;
Like the other weapons from ''Hours of Darkness'', the M16A1 only has a single default paint scheme in the main game.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|400px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:FC5-M16-1.jpg|thumb|none|600px|Continuing the theme of being the same as the &amp;quot;AR-C,&amp;quot; the M16A1 demonstrates the ''other'' magic words needed to start a 55-page argument about direct gas impingement on any gun forum. Note the stats are different to the &amp;quot;AR-C&amp;quot; menu image above: as noted there, this is because that image reflects the weapon's original stats, while the M16A1 copies the 1.6 stats.]]&lt;br /&gt;
[[Image:FC5-M16-2.jpg|thumb|none|600px|Wendell's buddy &amp;quot;Joker&amp;quot; loads his M16A1 during the comic-book intro: note that here he uses a straight 20-round mag, while in the game all M16A1s use a 30-rounder. Despite making the war movie survival errors of smiling and having a cheerful nickname, he somehow avoids being killed in the helicopter crash.]]&lt;br /&gt;
[[Image:FC5-M16-3.jpg|thumb|none|600px|Wendell holds a suppressed M16A1 as he contemplates a time-travelling polymer magazine.]]&lt;br /&gt;
[[Image:FC5-M16-5.jpg|thumb|none|600px|The Deputy reloads her M16A1: note that as on the &amp;quot;AR-C,&amp;quot; the fire selector is correctly set to auto.]]&lt;br /&gt;
[[Image:FC5-M16-6.jpg|thumb|none|600px|Not to be outdone by these young whippersnappers, Wendell empty-reloads his M16A1: note that it correctly has a forward assist (though because the animation is from the &amp;quot;AR-C&amp;quot; which does not, it is never pressed), and the bolt is visibly pulled partway back as he operates the charging handle.]]&lt;br /&gt;
[[Image:FC5-M16-7.jpg|thumb|none|600px|The iron sights show that Ubisoft Shanghai does not share Ubisoft Montreal's strange allergy to apertures.]]&lt;br /&gt;
[[Image:FC5-Msixteen-4.jpg|thumb|none|600px|When mounting optics (which is only possible in the main campaign), the M16A1 uses a rail mounted on the carry handle: in a nice bit of attention to detail, this even has a mounting screw.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 653==&lt;br /&gt;
&lt;br /&gt;
In the group photo that appears at the end of ''Hours of Darkness'' reflecting what side-objectives the player has completed, picking up enough cigarette lighters from downed American pilots will result in either one or two carbines with helmets on their stocks being shown: these appear to be [[Colt Model 653]]s. These should not be present, as the Model 653 was never used in Vietnam: a [[Colt Model 629]] (XM177E2 Carbine) would fit if it is assumed the game takes place at the very end of the war (no date is ever given), but the weapon shown does not have the correct handguard. The gun on the left is also mirrored from the one on the right. The weapon never appears in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM653Carbine.jpg|thumb|400px|none|Colt Model 653 &amp;quot;M16A1 Carbine&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[Image:FC5-653-1.jpg|thumb|600px|none|As Wendell is officially confirmed to be a bad enough dude to save the President, the two Model 653s are visible to the left and right, with helmets on them in the manner of field grave markers. Note the one on the left has its left side on its right side.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
&lt;br /&gt;
What appears to be a [[Marlin Model 1894]] appears as the &amp;quot;45/70,&amp;quot; a caliber (.45-70 Government) the Model 1894 was never actually manufactured in. It is placed in the rifle category, and unlocks at a resistance level of 1. It could be presumed that perhaps the developers were thinking of the [[Marlin Model 1895]], but the gun in the game has a square bolt rather than the round bolt and cutout ejection port of the 1895. It features an odd short magazine tube, which is at least reflected in a capacity of just 4 rounds, rather than the 6, 9 or 10 of the real weapon: there was originally also no extended magazine upgrade for it, though the 1.6 patch added one which increases capacity from 4 to 6. Unlike the MP-133 and SPAS-12, the empty reload does not include any animation of chambering a round at all, with the animation just showing the Deputy inserting rounds into the loading port. Originally, the damage was fairly mediocre, more in line with the revolver cartridges the 1894 is actually chambered for rather than the extremely powerful .45-70 Government: the 1.5 balance patch increased this to be at least somewhat respectable.&lt;br /&gt;
&lt;br /&gt;
A second variant, the &amp;quot;45/70-T,&amp;quot; is a &amp;quot;mare's leg&amp;quot; length version that unlocks at a resistance level of 3. This variant was originally just a cosmetic change to the standard version with the same stats, though it was changed drastically in the 1.5 patch. Unlike the cut-down [[Winchester Model 1887]] in ''Far Cry 4'', it does not have any special cocking animations and does not count as a sidearm. Like the &amp;quot;D2,&amp;quot; its design reflects a purpose-built weapon rather than a cut-down one, since the barrel still has a front iron sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|400px|Modern Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
[[Image:FC5-1893-1.jpg|thumb|none|600px|Marlin 1894 on the menu. Note the odd shortened magazine tube. After many complaints about how weak the weapon was, the 1.5 patch increased the damage to 8 for all variants of this gun.]]&lt;br /&gt;
[[Image:FC5-1893-2.jpg|thumb|none|600px|The &amp;quot;Fall's Ghost&amp;quot; variant grants the &amp;quot;prestige&amp;quot; of a synthetic stock that looks like it's been used to dispose of old promotional beer stickers.]]&lt;br /&gt;
[[Image:FC5-1893-3.jpg|thumb|none|601px|While one might think there would be a 100% likelihood of spin or flip-cocking shenanigans being associated with this version, such is sadly not the case. The 1.5 patch changes every stat for this version: it now had an accuracy of 6, damage 8, range 5, rate of fire 6 and handling 6. The 1.6 patch increased range to 6 but dropped the rate of fire back down to 5.]]&lt;br /&gt;
[[Image:FC5-1893-4.jpg|thumb|none|600px|The Deputy's Marlin Model 1894 will helpfully grow a RIS rail if she decides it is not tacticool enough without an optic.]]&lt;br /&gt;
[[Image:FC5-1893-5.jpg|thumb|none|600px|Reloading the Marlin: note the distinctive square bolt.]]&lt;br /&gt;
[[Image:FC5-1893-6.jpg|thumb|none|600px|The Deputy holds the &amp;quot;Mare's Leg&amp;quot; version as she ponders how she talked herself into this particular purchase.]]&lt;br /&gt;
[[Image:FC5-1893-7.jpg|thumb|none|600px|After sating her anger by somehow setting fire to a road, she reloads her short Model 1894.]]&lt;br /&gt;
[[Image:FC5-1894-8.jpg|thumb|none|600px|While sneaking up on a cellphone tower in the hopes it won't ask her to climb it, the Deputy fires a suppressed and thoroughly blinged &amp;quot;mare's leg&amp;quot; version from cover: note that despite it being barely visible during gameplay, the Model 1894 actually has an animated hammer.]]&lt;br /&gt;
[[Image:FC5-1894-9.jpg|thumb|none|600px|Reloading while in cover tilts the rifle higher, giving a better view of the ejection and loading ports.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Rifle==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MS16&amp;quot; returns from the last two games, though this time the vanilla version is a left-handed [[M14 Rifle]]. It is semi-auto only despite clearly having a military fire selector, making up for this by being more powerful per shot than the &amp;quot;AR-C,&amp;quot; though bizarrely it is ''less'' powerful per shot than the AK. As with the SOCOM 16 in previous games, it defaults to an incorrect capacity of 15 rounds, which increases to the correct 20 if the extended magazine upgrade is equipped. It unlocks at a resistance level of 2.&lt;br /&gt;
&lt;br /&gt;
Even more bizarrely, and completely incorrectly, it plays a stock [[M1 Garand]] &amp;quot;ping&amp;quot; sound when the last shot in the magazine is fired.&lt;br /&gt;
&lt;br /&gt;
The weapon also appears in ''Hours of Darkness'', where it is still called the MS16 and still restricted to semi-auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC5-M1A-1.jpg|thumb|none|601px|Note the fire selector (the small switch to the right of the rear sling mount), showing that in terms of demographics it's more likely to be your ''grand''father's tactical rifle.]]&lt;br /&gt;
[[Image:FC5-M14-2.jpg|thumb|none|600px|The Deputy holds her M14 as she encounters the traditional game designer method of awkwardly drawing attention to the complete absence of children.]]&lt;br /&gt;
[[Image:FC5-M14-3.jpg|thumb|none|600px|Having acquired an optic and trundled off into the mountains to contemplate the mysteries of life, the Deputy reloads her M14.]]&lt;br /&gt;
[[Image:FC5-M14-4.jpg|thumb|none|600px|While the M14 defaults to wooden furnishings, some of the alternative paint schemes give it this synthetic non-slip textured stock instead, which is the default texture for the SOCOM 16. Note the fire selector: as with the [[Mauser M712 Schnellfeuer]] in ''Far Cry 4'', this is present and in the right position for semi-auto, but is is not particularly clear why the designers chose to specifically model a select-fire variant of a weapon and then make it semi-only.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant==&lt;br /&gt;
&lt;br /&gt;
One of the propaganda posters in ''Hours of Darkness'' shows a soldier with a bolt-action rifle which appears to be a [[Mosin Nagant]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:FC5-Mosin-2.jpg|thumb|none|600px|Wendell encounters two propaganda posters which both seem very concerned with the area of wall between them. The Mosin can be seen held by the rearmost character on the right poster.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M44 Carbine==&lt;br /&gt;
&lt;br /&gt;
During the intro to ''Hours of Darkness'', one Vietcong soldier is shown carrying what appears to be a somewhat poorly-rendered [[Mosin Nagant M44 Carbine]] with a misshapen magazine and the bayonet too short and on the wrong side. It does not appear in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg‎|thumb|none|400px|Mosin Nagant M44 Carbine, with attached side-folding bayonet - 7.62x54mm R]]&lt;br /&gt;
[[Image‎:FC5-Mosin-1.jpg|thumb|none|600px|The leader of the VC patrol holds his M44 Carbine as he and his men hit on the idea of preventing Wendell from killing them by using too many new assets for their squad to be in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory SOCOM 16==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MS16 Trooper&amp;quot; is a reworked version of the left-handed [[SOCOM 16]] model from the previous games, though it now also has a military fire selector added, something a SOCOM 16 should not have. Like the M14 it defaults to a magazine capacity of 15, which increases to the correct 20 with the extended magazine upgrade. It unlocks at a resistance level of 3.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[Image:FC5-SOCOM-1.jpg|thumb|none|601px|You'd think they'd have gone with &amp;quot;MS16 Operator&amp;quot; really. The 1.5 patch changed this from having the exact same stats as the M14 to having one less point in accuracy and one more in handling.]]&lt;br /&gt;
[[Image:FC5-SOCOM-2.jpg|thumb|none|600px|Taking advantage of this game being set somewhere where it is impossible to be murdered by crocodiles, the Deputy hangs around by the river with her SOCOM 16.]]&lt;br /&gt;
[[Image:FC5-SOCOM-3.jpg|thumb|none|600px|A short time later finds her waving it at the sky during a reload, helpfully showing off that it too has a useless fire selector.]]&lt;br /&gt;
[[Image:FC5-SOCOM-4.jpg|thumb|none|600px|The male Deputy charges his SOCOM 16 while grumbling about how he really ought to be using this manual-of-arms with a proper FAL instead of a mirrored M14-type rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
Sniper rifles fire either standard rifle ammo or .50 cal ammo: both types have an alternative armor-piercing special ammo type. While previous ''Far Cry'' games have used scope reticles unique to each sniper rifle, in ''5'' the reticle is instead dictated by the scope that is mounted on the rifle.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A longer-barrel DMR version of the &amp;quot;AR-C,&amp;quot; known as the &amp;quot;AR-CL,&amp;quot; is classified as a sniper rifle. Like the AR-C, it is based on a Mega Arms MATEN .308 ambi billet receiver set, with a 5.56mm magwell replacing the .308 one. The handguard is based on a Daniel Defense MFR M-LOK handguard and uses the older 6-bolt &amp;quot;Bolt-Up&amp;quot; mounting system, and it has a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, a Radian Weapons Raptor ambidextrous charging handle and a stock one parent of which was a Magpul UBR and the other a Magpul ACS. &lt;br /&gt;
&lt;br /&gt;
Strangely, it is still select-fire like its cousin: it defaults to semi-auto, but still has the same full-auto and burst modes. For balance reasons rather than due to any kind of logic, it has more recoil than the normal &amp;quot;AR-C&amp;quot; and only holds ten rounds despite using the same 30-round mutant PMAG as the regular version: even the extended magazine only ups this to 12. It is the replacement for the [[SVD]] in the previous games as the lowest-tier sniper rifle, and benefits from drawing from the plentiful assault rifle ammo pool, though per-shot power is not particularly high. It has most of the same customization options as the &amp;quot;AR-C.&amp;quot; By default it comes with the &amp;quot;Enhanced Ranger&amp;quot; scope, which is the top-level scope that the basic &amp;quot;AR-C&amp;quot; can mount, and has the option to mount high-power telescopic sights that the &amp;quot;AR-C&amp;quot; cannot.&lt;br /&gt;
&lt;br /&gt;
In line with the videogame tradition of snipers being very sporting people who would never hide from anyone, NPC snipers have a laser sight on their rifles, which somehow comes out of the scope. Enemies have red laser sights, while friendly NPCs have green ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-ARCL-1.jpg|thumb|none|600px|Menu image of the &amp;quot;AR-CL,&amp;quot; showing some innovative grammar. Note that this variant defaults to having the fire selector pointed at semi-auto. The 1.5 patch increases the rate of fire to 6., while 1.6 increased range to 7.]]&lt;br /&gt;
[[Image:FC5-ARCL-2.jpg|thumb|none|600px|&amp;quot;And if you try to use that 'tactical' magwell grip, your rifle will eat your hand.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-ARCL-3.jpg|thumb|none|600px|The Deputy holds her &amp;quot;AR-CL&amp;quot; as she encounters a cultist whose attempt to ascend to a higher plane has been surprisingly successful.]]&lt;br /&gt;
[[Image:FC5-ARCL-4.jpg|thumb|none|600px|After dealing with this odd situation, she loads a fresh 10-round 30-round magazine into her rifle.]]&lt;br /&gt;
[[Image:FC5-ARCL-5.jpg|thumb|none|600px|Later she reloads a fully kitted-out version: note the fire selector in the default &amp;quot;semi&amp;quot; position...]]&lt;br /&gt;
[[Image:FC5-ARCL-6.jpg|thumb|none|600px|...which changes to the &amp;quot;auto&amp;quot; position if burst or auto is selected. This also happens with the &amp;quot;AR-C,&amp;quot; though on that one the default position is auto.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
&lt;br /&gt;
A rifle mostly based on the [[CZ 527]] appears as the &amp;quot;308 Carbine.&amp;quot; The CZ 527 was never chambered in .308 Winchester, so the name is either a simple mistake or an attempt at referencing the fact that the CZ 527 can be chambered for 7.62x39mm Russian ammunition (though the latter does not match the round shown in the weapon's magazine model). It is shown with a 3-round flush-fit magazine, which of course contains five rounds, or ten with the extended magazine upgrade. Since the game's only explicit type of sniper rifle ammo is for the .50 cals, the CZ 527 runs on rifle ammo just like the &amp;quot;AR-CL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The CZ527 is the second sniper rifle to unlock, requiring a resistance level of 3, and the only one which does not come with a scope by default. It is a little strange that the weapons unlock in this order, given the CZ 527's damage boost over the &amp;quot;AR-CL&amp;quot; is relatively puny and it has the downside of being bolt-action instead of select-fire.&lt;br /&gt;
&lt;br /&gt;
It also anachronistically appears as the upper-tier sniper rifle in ''Hours of Darkness'', almost always equipped with a suppressor and with a unique reskin with cloth wrapped around the scope, along with a new simple crosshair reticle. More accurate choices of bolt-action sniper rifles used during the Vietnam War would be the [[Remington Model 700]] or the [[Winchester Model 70]], or if the weapon is assumed to be Vietcong, a Soviet-surplus [[Mosin Nagant]] M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|400px|CZ 527 Youth Carbine with 5-round magazine - .223 Remington / 5.56mm NATO]]&lt;br /&gt;
[[Image:FC5-CZ-1.jpg|thumb|none|601px|Nowhere is safe from the ravages of the M11/9's grip strap. The 1.5 patch increased the damage to 7.]]&lt;br /&gt;
[[Image:FC5-CZ-2.jpg|thumb|none|600px|The prestige variant appears to have been given a proper Orky paint job to make the bullets go fasta.]]&lt;br /&gt;
[[Image:FC5-CZ-3.jpg|thumb|none|600px|The Deputy holds a scoped CZ 527 as she demonstrates her curious ability to detonate a remote C4 charge while holding a rifle in both hands.]]&lt;br /&gt;
[[Image:FC5-CZ-4.jpg|thumb|none|600px|Later finds her operating the bolt of her CZ 527 while being menaced by a passing lens flare.]]&lt;br /&gt;
[[Image:FC5-CZ-5.jpg|thumb|none|600px|Getting bored of all this technology, she decides to try out the iron sights of her rifle, and rapidly finds herself regretting this decision.]]&lt;br /&gt;
[[Image:FC5-CZ-6.jpg|thumb|none|600px|Reloading: it should be very clear from the size of the visible round that this is a 3-round magazine. The round in question appears to have been referenced from a .308 Winchester: it is not nearly chunky enough to be a 7.62x39mm AK round.]]&lt;br /&gt;
[[Image:FC5-CZ-7.jpg|thumb|none|600px|Wendell Redler holds the special ''Hours of Darkness'' variant as the Vietcong prove no match for his indoor sniping skills.]]&lt;br /&gt;
[[Image:FC5-CZ-8.jpg|thumb|none|600px|Running with the CZ 527 gives a good view of the cloth-wrapped scope.]]&lt;br /&gt;
[[Image:FC5-CZ-9.jpg|thumb|none|600px|&amp;quot;Well, my work here is done.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-CZ-10.jpg|thumb|none|600px|Wendell uses the unique simple crosshair scope of his CZ 527 to sight up one of those helicopters the Vietcong are well-known for having. This is the base game's &amp;quot;Kaumbat H-04B Foxfly.&amp;quot; A helicopter with a fenestron tail rotor would certainly be an odd sight in the Vietnam War, particularly one which seems to be based on the Eurocopter EC635, which entered production in 1998.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
&lt;br /&gt;
A [[Desert Tactical Arms Stealth Recon Scout#Hard Target Interdiction (HTI)|Desert Tactical Hard Target Interdiction]] with a somewhat shortened handguard appears as the &amp;quot;MBP .50:&amp;quot; it is not clear what this stands for, though given the GM6 becomes the &amp;quot;SA-50&amp;quot; it is probably something like &amp;quot;manual bolt pull.&amp;quot; It is the second highest-rated sniper rifle in the game after the GM6 Lynx. As with the heavier sniper rifles in ''Far Cry 4'', it can pierce cover, though this ability has been neutered somewhat and only the special armor-piercing ammo replicates the old heavy sniper rifles' ability to kill any target which has already been highlighted more or less regardless of what is in the way. Default ammo is still fairly powerful and can, for example, shoot through the entire length of a truck to kill the driver. A gold-plated version is added to the player's inventory as a bonus for pre-ordering the Gold edition, and is also added for purchasing the Season Pass.&lt;br /&gt;
&lt;br /&gt;
Oddly, the two .50 cal rifles have a much more limited range of accessories than the other two sniper rifles: they can mount the extended mag and the two suppressors as normal, but can only upgrade their default scope to a &amp;quot;long-range scope&amp;quot; that adds a zoom function: it is not possible to use them with any of the shorter-range optics that are available for the lighter sniper rifles.&lt;br /&gt;
&lt;br /&gt;
The Hard Target Interdiction is unlocked at a resistance level of 5, while the &amp;quot;Jacob's Rifle&amp;quot; version requires the player to defeat Jacob Seed in the North region.&lt;br /&gt;
&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|400px|Desert Tech Hard Target Interdiction (Black) - .50 BMG]]&lt;br /&gt;
[[Image:FC5-HTI-1.jpg|thumb|none|601px|The menu description of the Hard Target Interdiction is cunningly sarcasm-proofed. The 1.5 patch increased the damage to 9 for all Hard Target Interdiction variants.]]&lt;br /&gt;
[[Image:FC5-HTI-2.jpg|thumb|none|601px|&amp;quot;Jacob's Rifle&amp;quot; variant, a special reward for defeating one of the three &amp;quot;Heralds.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-HTI-3.jpg|thumb|none|600px|The &amp;quot;Gold &amp;amp; Steel&amp;quot; version is automatically unlocked for ordering the Gold Edition or the Season Pass (which is included in the Gold Edition), handing the player a level 5 weapon as soon as they can track down a weapon merchant. IMFDB does not support the use of a sniper rifle for taking selfies as doing so is unlikely to result in anything good.]]&lt;br /&gt;
[[Image:FC5-HTI-4.jpg|thumb|none|600px|The Deputy holds her suppressed &amp;quot;Gold &amp;amp; Steel&amp;quot; Hard Target Interdiction after interdicting a particularly hard target, namely a helicopter. Note the spots of dirt and blood on the weapon: this is a cosmetic effect created by nearby explosions in the former case and taking damage while holding the weapon in the latter, and gradually fades away after a while.]]&lt;br /&gt;
[[Image:FC5-HTI-5.jpg|thumb|none|600px|Reloading the Hard Target Interdiction.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
&lt;br /&gt;
The [[Gepard GM6 Lynx]] returns from ''Far Cry 4'' as the &amp;quot;SA-50&amp;quot; (presumably &amp;quot;semi-automatic 50&amp;quot;) and is once again the most powerful sniper rifle and the last to unlock. It is roughly equal to the Hard Target Interdiction in terms of per-shot power, but has the significant advantage of being semi-automatic. It has the same limited range of add-ons, and the same ability to penetrate cover. Gepard GM6s are not incredibly common in the United States; any other semi-auto .50 cal rifle such as a [[Barrett M82]] would make more sense.&lt;br /&gt;
&lt;br /&gt;
The GM6 is unlocked at a resistance level of 6, though the Prestige version can be purchased at any time.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[Image:FC5-GM6-1.jpg|thumb|none|601px|GM6 Lynx on the menu, with default scope and nonsensical reference to priapism. Unlike ''Far Cry 4'', the barrel is not shown locked to the rear on the menu. The 1.5 update increased the damage to 9.]]&lt;br /&gt;
[[Image:FC5-GM6-2.jpg|thumb|none|600px|Let us ignore the attempt at politics in favor of pointing out this game does indeed have a prestige ''shovel''.]]&lt;br /&gt;
[[Image:FC5-GM6-3.jpg|thumb|none|600px|&amp;quot;Ok, we'll call it a draw.&amp;quot;]]&lt;br /&gt;
[[Image:FC5-GM6-5.jpg|thumb|none|600px|The GM6 retains its old draw animation, coming out with the barrel locked back...]]&lt;br /&gt;
[[Image:FC5-GM6-6.jpg|thumb|none|600px|..though rather than waiting for the Deputy to whack the underside of the handguard, it simply extends immediately.]]&lt;br /&gt;
[[Image:FC5-GM6-4.jpg|thumb|none|600px|As before, reloading the GM6 requires waving it at the sky so the player can see what's going on.]]&lt;br /&gt;
[[Image:FC5-GM6-7.jpg|thumb|none|600px|On an empty reload, the Deputy will also pull the flip-up charging handle. This GM6 has the &amp;quot;Air Support&amp;quot; Prestige camo: apparently, one of the concept artists who worked on the weapons is fond of making aircraft-style paint schemes for firearms.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
&lt;br /&gt;
The classic left-handed [[SVD Dragunov]] from ''Far Cry 3'' and ''Far Cry 4'' makes a return in ''Hours of Darkness'', where it is the most common sniper rifle and is used by Vietcong snipers. Like the other sniper rifles that are not .50 cals, it uses the same ammo pool as the assault rifles: it is otherwise the same as prior incarnations, including its half-loaded 10-round magazine, though it can now at least be upgraded with an illuminated scope, suppressor or extended magazine. Strangely, in the main game, the SVD's selection icon does not actually fit properly into the grid menu. Interestingly, it also shows the SVD without a scope, something not currently possible in the game.&lt;br /&gt;
&lt;br /&gt;
Like the other ''Hours of Darkness'' weapons, the SVD only has one default paint scheme in the main game.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:FC5-SVD-1.jpg|thumb|none|600px|Menu description of the SVD: it has a similar stat line to the pre-patch CZ 527, save for the rate of fire, and is much more powerful than its relatively puny past incarnations.]]&lt;br /&gt;
[[Image:FC5-SVD-2.jpg|thumb|none|600px|Wendell holds an SVD as he resists the temptation to proclaim that it's a jungle out there. Note that the scope model has been reworked and now only somewhat resembles a PSO-1.]]&lt;br /&gt;
[[Image:FC5-SVD-3.jpg|thumb|none|600px|Back in the present, the Deputy exchanges hours of darkness for minutes of glaring brightness as she reloads her SVD. This one has the default scope...]]&lt;br /&gt;
[[Image:FC5-SVD-4.jpg|thumb|none|600px|...which is extended a little with the upgraded scope.]]&lt;br /&gt;
[[Image:FC5-SVD-5.jpg|thumb|none|600px|The scope used by the SVD is new for this game and less accurate than in the last two games: it lacks the ground line for the stadiametric rangefinder as before, but is now also missing the &amp;quot;10&amp;quot; markings on either side of the windage lines, and the ranging chevrons.]]&lt;br /&gt;
[[Image:FC5-SVD-6.jpg|thumb|none|600px|The enhanced scope is the same only the reticle is in red. This variant scope is found on suppressed SVDs in ''Hours of Darkness'', and is an optional accessory in the main game.]]&lt;br /&gt;
[[Image:FC5-SVD-7.jpg|thumb|none|600px|Well that's just silly.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
All of the weapons in this category that are currently in the game fire &amp;quot;LMG&amp;quot; ammunition, even though only one of them is actually a light machine gun. They can use either standard or armor-piercing ammunition.&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
&lt;br /&gt;
An [[M249 SAW]] with a para stock is ''Far Cry 5's'' new light machine gun, apparently replacing the weird FN Minimi variant &amp;quot;MKG&amp;quot; from previous titles. It is shown with most of the Product Improvement Package (PIP), but still mounts the old paratrooper stock: it is not a paratrooper version, however, since it has a full-length barrel. It uses a 200-round green plastic belt box.&lt;br /&gt;
&lt;br /&gt;
The M249 is unlocked at a resistance level of 4, though the Prestige version can be purchased at any time. Up to patch 1.5 it dealt less damage than the M60, with the upshot being that it fired faster: after the 1.5 patch, it does the same damage but is significantly less accurate.&lt;br /&gt;
&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|400px|New FNH USA M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[Image:FC5-SAW-1.jpg|thumb|none|601px|M249 on the menu. Note the full-length barrel. The description is actually completely accurate since the M249 was first used in combat during the invasion of Panama, and the US Marine Corps is considering replacing it with the [[M27 IAR]], leading to some questions about who wrote this description and what they did to the person who wrote the others. The 1.5 patch decreased accuracy to 5 but increased damage to 7, rather strangely making the 5.56mm SAW just as powerful per-shot as the 7.62mm M60. Common sense later prevailed and the 1.6 patch dropped it down to 6.]]&lt;br /&gt;
[[Image:FC5-SAW-2.jpg|thumb|none|600px|&amp;quot;Militia&amp;quot; prestige variant.]]&lt;br /&gt;
[[Image:FC5-SAW-3.jpg|thumb|none|600px|The Deputy ponders if the cult might be onto something with their ideas about the end times as she witnesses [[Ghostbusters (1984)|dogs and cats living together]], holding her ACOG-equipped, suppressed (!) SAW. Note that all the rounds in the belt have struck primers.]]&lt;br /&gt;
[[Image:FC5-SAW-4.jpg|thumb|none|600px|&amp;quot;Oh no, they killed my gun!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
&lt;br /&gt;
''Hours of Darkness'' introduces a proper [[M60 Machine Gun]] as the only machine gun: strangely it is shown being used by Vietcong heavies, who would be much more likely to use an [[RPD]] or some variant of the [[Degtyaryov machine gun]] (since at the time the PK machine gun was brand-new). It is also used by Wendell's buddy Moses if the player rescues him and selects him as an AI companion. The M60 has the exact same stats as the M60E4 in the base game and is for all intents and purposes a reskin. Like several other weapons, the M60 was unlocked in the main campaign's weapon shop for free for any DLC owner, appearing as the &amp;quot;M60-V&amp;quot; (standing for &amp;quot;M60-Vietnam,&amp;quot; because the M60E4 had already decided to be called the M60).&lt;br /&gt;
&lt;br /&gt;
In the regular ''Far Cry 5'' campaign, the M60 can use all of the same attachments as the M60E4, including the oversized suppressors. Like all the ''Hours of Darkness'' weapons in the main campaign, it only has a single default paint scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC5-M60plain-2.jpg|thumb|none|600px|Valuable information save for the minor issues that ''Far Cry 5'' does not take place on a battlefield and the Deputy, being a civilian, cannot earn a Medal of Honor. But ''apart from that''...]]&lt;br /&gt;
[[Image:FC5-M60plain-3.jpg|thumb|none|600px|Wendell shows off his &amp;quot;war face&amp;quot; as he opens fire with a helicopter-mounted M60 during the introduction to ''Hours of Darkness''.]]&lt;br /&gt;
[[Image:FC5-M60plain-1.jpg|thumb|none|600px|Wendell holds his M60 as he is subject to some moody lighting in the ''Hours of Darkness'' section of the Season Pass trailer. The helicopter is one of the standard models from the base game. Though Bell UH-1 helicopters were far more common, the OH-58 Kiowa (based on the Bell 206, where the game's &amp;quot;Kaumbat H-158&amp;quot; seen here also derives from) did see use during the Vietnam War, thus making this not entirely implausible (if still disappointing).]]&lt;br /&gt;
[[Image:FC5-M60plain-5.jpg|thumb|none|600px|Wendell opens fire with his M60: sadly, he has not mastered the art of yelling &amp;quot;ARRRRGH!&amp;quot; while doing so.]]&lt;br /&gt;
[[Image:FC5-M60plain-7.jpg|thumb|none|600px|Satisfied with putting in a &amp;quot;fresh&amp;quot; belt of rounds with struck primers, Wendell prepares to close up his M60.]]&lt;br /&gt;
[[Image:FC5-M60plain-4.jpg|thumb|none|600px|As with the M60E4 in the base game, mounting optics adds a rail and causes the extinction of the front sight in the name of progress.]]&lt;br /&gt;
[[Image:FC5-M60plain-6.jpg|thumb|none|600px|Wendell's buddy Moses holds an M60 as he wonders why Wendell is crouching in the middle of a road.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
&lt;br /&gt;
An [[M60E4]] with a missing foregrip replaces the [[PKM]] from previous games as the low-end machine gun, and it is used by cult heavies. Oddly, the handheld M60 has no belt box mount and is never shown with a box, instead just having a short belt of ammo that hangs in a curve for no apparent reason. In first-person view this is dealt with by keeping the box offscreen, but its absence is fully visible in third person. When mounting optics the front sight is removed, the rear folded down, and a RIS rail added to the receiver cover. The M60 can also be upgraded with an extension to its nonexistent belt box, and rather more curiously can mount a suppressor. It is unlocked to purchase from the beginning of the game, and does not require any resistance level.&lt;br /&gt;
&lt;br /&gt;
A strange modified variant of the M60E4 which does have a belt box appears mounted on some vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4.jpg|thumb|none|400px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC5-M60-1.jpg|thumb|none|600px|M60E4 on the menu. Note the over-starched belt leading to the imaginary belt box. From the description this weapon is presumably trying to convince everyone it is an M60E3, since that is what was used in ''[[Rambo: First Blood Part II]]''.]]&lt;br /&gt;
[[Image:FC5-M60-6.jpg|thumb|none|600px|And speaking of ''First Blood Part II''...]]&lt;br /&gt;
[[Image:FC5-M60-2.jpg|thumb|none|600px|The Deputy holds an M60 after taking a wrong turn and finding herself in the DLC for ''[[Call of Duty: Black Ops II]]''.]]&lt;br /&gt;
[[Image:FC5-M60-4.jpg|thumb|none|600px|Mounting an optic on the M60 causes it to grow a rail on top of the receiver cover. It also removes the front sight, which is apparently a very gruesome operation.]]&lt;br /&gt;
[[Image:FC5-M60-3.jpg|thumb|none|600px|Having clearly made good use of her M60 the Deputy takes some time out to reload, no better than Wendell at noting the minor flaw in her ammo.]]&lt;br /&gt;
[[Image:FC5-M60-5.jpg|thumb|none|600px|She then reaches around to give the charging handle a suitably dramatic pull.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
All launchers are placed in the &amp;quot;special&amp;quot; sub-menu along with the machine guns and a sci-fi shotgun-like microwave gun called the &amp;quot;Magnopulser,&amp;quot; and fire a variety of ammunition types. Also in this menu are two types of bow, a slower compound bow and a faster reflex bow from the previous games, which can both fire normal, incendiary or explosive arrows. New to the bow category is a slingshot, which by default may seem like a useless gimmick since it is just a longer-ranged way to fire zero-damage stones that distract enemies, but bizarrely it can also be used to fire all three types of arrow and fires faster than the compound bow.&lt;br /&gt;
&lt;br /&gt;
==RPG-2==&lt;br /&gt;
&lt;br /&gt;
One of the North Vietnamese propaganda posters in ''Hours of Darkness'' clearly depicts a PAVN soldier wielding an [[RPG-2]]. The poster itself is not real propaganda from the conflict, but the artwork is almost directly copied from an actual propaganda poster made during the war. &lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-2.jpg|thumb|none|400px|RPG-2 with PG-2 rocket - 40mm]]&lt;br /&gt;
[[Image:Vietnam rpg2poster.jpg|thumb|none|400px|The poster from which the one in game was clearly inspired.]]&lt;br /&gt;
[[Image:Vietnam rpg2.jpg|thumb|none|600px|And the original photograph that was stylized in both posters.]]&lt;br /&gt;
[[Image:FC5-RPG2-1.jpg|thumb|none|600px|&amp;quot;Study and follow the moral example of Ho Chi Minh. The People's Army of Vietnam has vowed to do so.&amp;quot; Meanwhile, the soldier in the bottom poster holds his hand out in strong objection to the world of AK accessories.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid RPG-7==&lt;br /&gt;
&lt;br /&gt;
A hybrid of the [[Airtronic RPG-7]] and recent Bazalt [[RPG-7]] appears in ''Far Cry 5'' as the &amp;quot;RPG-7,&amp;quot; reworked from the regular RPG-7 of the previous games. The Airtronic RPG would actually be appropriate for the setting, and arguably more so than even the original Soviet variant, as it is an American-produced weapon. Unlike other entries in the series it can actually be upgraded, though only by swapping out the ''Far Cry 2''-style side-mounted iron sights for a single type of optic. Unlike earlier games, the rockets have propellant vent holes and the reload animation shows the player character cocking the RPG-7 on-screen (by pushing down the lever-like device at the rear of the front grip, which is actually the spur of a revolver-style hammer that strikes upwards: this was previously not an issue because the older games tended to hide the RPG-7's front grip and thus whether this was happening or not) before readying it. Sadly the reload is not all roses as the rocket being inserted is just a rocket: previous games had the rocket's tail assembly attached but no booster charge around it, but this time around even that is missing.&lt;br /&gt;
&lt;br /&gt;
The two rocket launchers each have their own unique behaviour when used with the special &amp;quot;cluster&amp;quot; ammo (explosive and incendiary): on the RPG-7, this switches it to use a round which more closely resembles the TBG-7V thermobaric rocket. The RPG-7's special rockets fly in a long arc and seem to try to detonate a set distance above the ground, firing a ridiculous shotgun-like blast of explosive or explosive incendiary submunitions diagonally forward. If the round hits a target before doing this, it will explode like a standard rocket.&lt;br /&gt;
&lt;br /&gt;
The fifth Live Event added a special variant of the RPG-7, the &amp;quot;Shovel Launcher:&amp;quot; this was acquired for killing and skinning 10 wolves, apparently to gather their collars. It is not particularly difficult to guess what this variant does, particularly when the &amp;quot;aimed&amp;quot; fire mode for the shovel melee weapon already throws it like a javelin. It runs on special &amp;quot;shovel rounds&amp;quot; and functions rather like the Harpoon Gun from the previous game, including the use of ridiculous knockback physics and allowing the recovery of fired shovels in the same manner as arrows. When the challenge ended a Prestige version called &amp;quot;Big Farma&amp;quot; (see what they did there?) was added to the store.&lt;br /&gt;
&lt;br /&gt;
[[File:Airtronic RPG7.jpg|thumb|none|400px|Airtronic RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RPG7Thermo.jpg|thumb|none|400px|RPG-7V with PGO-7 scope and TBG-7V thermobaric rocket - 40mm. Note the blue section, which is the booster charge that initially propels the rocket from the launcher and has the rocket's tail assembly inside it]]&lt;br /&gt;
[[Image:FC5-RPG-1.jpg|thumb|none|600px|Note that the front grip and its rail mounts are the only part that is actually from the Airtronic RPG-7: the entire rest of the weapon is just a standard RPG-7, including the offset grip found on recent V variants and Russian optic mount.]]&lt;br /&gt;
[[Image:FC5-RPG-9.jpg|thumb|none|600px|So this is a thing...]]&lt;br /&gt;
[[Image:FC5-RPG-11.jpg|thumb|none|600px|...as is this.]]&lt;br /&gt;
[[Image:FC5-RPG-2.jpg|thumb|none|600px|The Deputy holds an RPG-7 equipped with a &amp;quot;Tactical Scope&amp;quot; as her very presence causes random objects to ignite.]]&lt;br /&gt;
[[Image:FC5-RPG-6.jpg|thumb|none|600px|Midway through destroying a large statue because it existed at her, she finds an RPG-7, and uses the side-mounted iron sights to completely fail to aim at a helicopter.]]&lt;br /&gt;
[[Image:FC5-RPG-4.jpg|thumb|none|600px|Deciding that is is perhaps better to introduce technology into this equation, she takes a shot while using the scope...]]&lt;br /&gt;
[[Image:FC5-RPG-5.jpg|thumb|none|600px|...with much more positive results.]]&lt;br /&gt;
[[Image:FC5-RPG-3.jpg|thumb|none|600px|Ammo pickup for heavy weapons: note the RPG-7 round is just a rocket without a booster charge.]]&lt;br /&gt;
[[Image:FC5-RPG-7.jpg|thumb|none|600px|Loading a special round into the RPG-7 shows that the player model of the rocket also lacks this rather critical component.]]&lt;br /&gt;
[[Image:FC5-RPG-8.jpg|thumb|none|600px|Finishing up shows the TBG-7V thermobaric rocket that is used to represent the special cluster rockets.]]&lt;br /&gt;
[[Image:FC5-RPG-10.jpg|thumb|none|600px|The Deputy holds the &amp;quot;Shovel Launcher&amp;quot; variant as her cougar files this under the voluminous list of reasons why cats are smarter than humans.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
Oddly, the [[RPG-7]] model from ''Far Cry 4'' can also be found in the game, using the updated rocket model from ''5'' with exhaust vent holes, and the new version's reload animation. It is found in Holland Valley at the entrance to a blocked tunnel near the Lamb of God Church. It is somewhat oddly coded and is probably a placeholder that was not replaced: on the store menu it has no entry, does not count as the same weapon as the hybrid RPG-7 (since selecting that RPG-7 will pull up the assign screen rather than the customize menu), and the game will refer to the slot containing it as empty when assigning weapons. Its quick-select menu icon is missing from the game files: the selection slot containing it will instead show the icon for whatever weapon was in that slot before it was picked up (below it appears to have an icon because it was picked up to replace game's &amp;quot;normal&amp;quot; RPG-7).&lt;br /&gt;
&lt;br /&gt;
The game files and map editor listed the hybrid RPG-7 as the &amp;quot;RPG 7 Modern&amp;quot;, possibly indicating some intention to use the old RPG-7 model in some capacity in the future. Sure enough, it is the model used for the RPG-7 in ''Hours of Darkness''.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:FC5-OldRPG-1.jpg|thumb|none|600px|Exploring the far reaches of the map, the Deputy happens upon the Ghost of Rocket Launchers Past.]]&lt;br /&gt;
[[Image:FC5-OldRPG-2.jpg|thumb|none|600px|Making a beeline to the nearest travelling merchant to see if it has a weapon menu entry, she rolls her eyes as she accidentally hits the &amp;quot;please babble about nothing for thirty seconds&amp;quot; button instead. Note that rather than holding the launcher dead-vertical, the Deputy uses the same carry position as the new RPG-7.]]&lt;br /&gt;
[[Image:FC5-OldRPG-3.jpg|thumb|none|600px|Channelling Jason and Ajay, the Deputy tilts the iron sights diagonally when using them. The iron sights are shown much smaller than in the last two games, where aiming zoomed in on the very top section of the rear sight to the point it took up about a fifth of the width of the screen.]]&lt;br /&gt;
[[Image:FC5-OldRPG-5.jpg|thumb|none|600px|As a result of all this channelling, she feels compelled to blow up nearby objects.]]&lt;br /&gt;
[[Image:FC5-OldRPG-4.jpg|thumb|none|600px|As noted, on some level this RPG-7 counts as the same weapon as the new one, since it uses the same rocket model (&amp;quot;complete&amp;quot; with absent booster charge), same carry position, and same reload animation...]]&lt;br /&gt;
[[Image:FC5-OldRPG-6.jpg|thumb|none|600px|...while on other levels it does not.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
&lt;br /&gt;
The [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, unlocking at a resistance level of 4, and is referred to as the &amp;quot;RAT4&amp;quot; (presumably &amp;quot;Recoilless, Anti Tank&amp;quot;). The M2 version was previously featured as the high-level rocket launcher in ''[[Far Cry 2]]'' and an M3 appeared as a weapon icon in the fourth game.&lt;br /&gt;
&lt;br /&gt;
The in-game version swaps the front and rear grips, presumably so that the third-person hand positions for the RPG-7 can be re-used. By default it will launch dumbfire rockets when not aimed and extremely manoeuvrable line-of-sight guided missiles when using the sights. By applying the single optional scope upgrade it gains the additional ability to lock on to vehicles, most usefully aircraft: it is a little fiddly since the lock-on time is quite long and the target box in the scope fairly small. If a missile is fired while locked on it is fire-and-forget, and cannot be redirected in-flight.&lt;br /&gt;
&lt;br /&gt;
Firing special ammunition works like the RPG-7, but firing it while using the scope changes it to use the top-attack mode of the special &amp;quot;LK-1018&amp;quot; launcher from ''Far Cry 4'': as in that game, the fired missile immediately goes vertical, flies up to a set height and then noses over to descend vertically over the point of aim, unleashing its submunitions above the target and carpeting a huge area around it in explosions and / or fire.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|400px|Carl Gustav M4 - 84x246mm R]]&lt;br /&gt;
[[Image:FC5-CarlG-1.jpg|thumb|none|601px|Carl Gustav M4 on the menu. Note the reversed grips and that it incorrectly has an M3-style flip-up front sight: the M4 does not have this.]]&lt;br /&gt;
[[Image:FC5-CarlG-2.jpg|thumb|none|600px|The Deputy holds a Carl Gustav M4 as her majestic giant obnoxious cat tries to prevent her from paying attention to the dog.]]&lt;br /&gt;
[[Image:FC5-CarlG-8.jpg|thumb|none|600px|Returning-again character Hurk holds his own Carl Gustav as the Deputy tries to resist an entirely forgivable urge.]]&lt;br /&gt;
[[Image:FC5-CarlG-3.jpg|thumb|none|600px|With the lock-on scope equipped, the Deputy takes aim at a helicopter. These white targeting diamonds will appear on all empty and enemy vehicles within the Deputy's field of view, even in the area outside of the scope itself.]]&lt;br /&gt;
[[Image:FC5-CarlG-4.jpg|thumb|none|600px|The target diamond turns red if placed within the surprisingly small targeting box, then green when a lock is achieved.]]&lt;br /&gt;
[[Image:FC5-CarlG-5.jpg|thumb|none|600px|The Deputy looks up at the detonation of one of one of the special cluster rounds. As in ''Far Cry 4'', this is just a visual effect with the trails from the burst not matching the number of submunitions or their trajectory.]]&lt;br /&gt;
[[Image:FC5-CarlG-6.jpg|thumb|none|600px|Nevertheless, the effect is quite something.]]&lt;br /&gt;
[[Image:FC5-CarlG-7.jpg|thumb|none|600px|Reloading the Carl Gustav.]]&lt;br /&gt;
&lt;br /&gt;
==LPO-50 Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The artistically licensed [[LPO-50 flamethrower]] from ''Far Cry 3'' and ''4'' returns in the fifth installment, totally identical to its predecessors both in model and in gameplay performance. It has no mods other than colour schemes, though there is a Prestige version called &amp;quot;Flames On Flames.&amp;quot; An LPO-50 is not something that would really be found in Montana; any American-made flamethrower would be a better fit, though it would be more likely that the cult would simply fabricate their own home-made flamethrowers rather than going to the trouble of acquiring purpose-built military-grade ones.&lt;br /&gt;
&lt;br /&gt;
As in previous games it is a built-up fictional configuration with a single detachable fuel tank that fires a constant stream. The real LPO-50 does not work like this at all, since rather than using gas to pressurize its fuel, it uses explosive compression charges. As a result each fuel tank is a fired as a fixed-duration 2-3 second &amp;quot;shot&amp;quot; which is ignited by one of the three pyrotechnic igniter cartridges at the muzzle. Oddly, flamethrower heavies wear an [[M2 Flamethrower]] backpack along with it: there is no connection between this and the LPO-50, and it seems to be filled with dynamite given the spectacular detonation that results from hitting it.&lt;br /&gt;
&lt;br /&gt;
The first Live Event, which challenged players to set fire to animals without using molotovs or a flamethrower (or the repair torch, which can ignite flammable objects and seems to count as a flamethrower despite requiring the player character be physically touching their target), gave a free Prestige flamethrower called &amp;quot;Flamebearer&amp;quot; for 20 such kills. ''Far Cry'' players being ''Far Cry'' players, the 1-week all-players goal of 50,000 such kills in total for some other unlocks was exceeded five times over within a day.&lt;br /&gt;
&lt;br /&gt;
Yet another Prestige flamethrower, the &amp;quot;Cleansing Fire,&amp;quot; seems to have been added in the update for the second weekly challenge.&lt;br /&gt;
&lt;br /&gt;
It also appears in ''Hours of Darkness'' where it is used by Vietcong heavies and can sometimes be founds hidden in camps.&lt;br /&gt;
&lt;br /&gt;
[[File:LPO main.jpg|thumb|none|400px|LPO-50 flamethrower]]&lt;br /&gt;
[[Image:FC5-LPO-1.jpg|thumb|none|600px|The custom LPO-50. As before, it has what appears to be a WW2-era German gas mask container for a fuel tank.]]&lt;br /&gt;
[[Image:FC5-LPO-2.jpg|thumb|none|600px|The &amp;quot;look Steve, I just can't ''think'' of a name for this one&amp;quot; variant.]]&lt;br /&gt;
[[Image:FC5-LPO-3.jpg|thumb|none|600px|The &amp;quot;Flamebearer&amp;quot; variant is indeed well-suited to creating flaming bears.]]&lt;br /&gt;
[[Image:FC5-LPO-5.jpg|thumb|none|600px|Montana is apparently experiencing a serious surplus of highly decorated modified Soviet flamethrowers.]]&lt;br /&gt;
[[Image:FC5-LPO-4.jpg|thumb|none|600px|People told the Deputy that it was hard to organize a festival, but Burning Man Montana is already a roaring success.]]&lt;br /&gt;
[[Image:FC5-LPO-7.jpg|thumb|none|600px|Having thrown all semblance of good taste to the wind, the Deputy uses the &amp;quot;Flamebearer&amp;quot; variant to participate in the grand ''Far Cry'' tradition of incinerating drug fields, this time having to thwart the cult's dastardly sprinkler system in the process.]]&lt;br /&gt;
[[Image:FC5-LPO-6.jpg|thumb|none|600px|Reloading the &amp;quot;Flamebearer&amp;quot; shows the ludicrously baroque decoration.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M79 grenade launcher]] returns from ''[[Far Cry 4]]'' with its stock sawed off and barrel cut down slightly to remove the front sight: as before this is probably based on the cut-down &amp;quot;pirate gun&amp;quot; M79 used by US Special Forces, though the latter is a much more drastic modification with the barrel cut down to just in front of the rear sight bracket, the rear sight removed, and a small reflex sight fitted to the barrel just in front of the breech. &lt;br /&gt;
&lt;br /&gt;
It retains the mystical machinery that allows its front sight to magically flip up on its own whenever the user aims down its sights. Like its previous iteration, the game classifies it as a sidearm, thus allowing it to be fired one-handed while driving a vehicle without fixed weapons or using a zip line. It is thus far the only grenade launcher in the game.&lt;br /&gt;
&lt;br /&gt;
It is somewhat depowered compared to the previous game, with per-shot power more comparable to ''Far Cry 4's'' [[QLZ-87]], and is certainly nothing compared to the explode-everything-in-one-hit weapon from ''Far Cry 2''. It unlocks at a resistance level of 6.&lt;br /&gt;
&lt;br /&gt;
It also appears as a hidden weapon in ''Hours of Darkness''.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 - 40x46mm]]&lt;br /&gt;
[[Image:FC5-M79-1.jpg|thumb|none|601px|The M79 showcases a different pointless dangly strap. Note that for no apparent reason, just enough of the barrel is removed to excise the front sight.]]&lt;br /&gt;
[[Image:FC5-M79-2.jpg|thumb|none|600px|The &amp;quot;Shark Shooter&amp;quot; variant would have been a lot more useful in ''Far Cry 3''.]]&lt;br /&gt;
[[Image:FC5-M79-3.jpg|thumb|none|600px|The Deputy, having not read the instructions, uses her &amp;quot;Shark Shooter&amp;quot; to shoot at some boats. While parachuting, no less.]]&lt;br /&gt;
[[Image:FC5-M79-4.jpg|thumb|none|600px|The results speak for themselves.]]&lt;br /&gt;
[[Image:FC5-M79-5.jpg|thumb|none|600px|The ladder sight returns complete with its magic hands-free operation and lack of any front sight to align with. When using the &amp;quot;Shark Shooter,&amp;quot; snapping the ladder sight at NPCs while going &amp;quot;raaaar&amp;quot; is optional, but suggested.]]&lt;br /&gt;
[[Image:FC5-M79-6.jpg|thumb|none|600px|A different stage in the reload animation: as with several other weapons, the old round and new round are both shown with struck primers. This is seen as the Deputy assists a random director in filming a ''Blood Dragon'' movie out in the middle of nowhere by killing cultists who are disturbing the set. Yes, really.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
Two types of C4 explosives can be acquired, both of which seem to be flattened-out M112 demolition charges (though the lettering is obscured) with various bits and pieces added to them to represent detonator circuitry. Remote C4 curiously only seems to allow the placement of one block at a time since throw and detonate use the same button, while proximity C4 charges can be placed freely. The Deputy cannot set off proximity charges they have placed themselves, and both types of C4 can be picked up again if desired.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[Image:FC5-C4-1.jpg|thumb|none|600px|Remote C4 on the items menu. Note that despite one of the crafting components being depicted as a C4 block it is called &amp;quot;nitro.&amp;quot; Carrying around nitroglycerine would not be a good idea unless the Deputy's life goal is to be painted over instead of buried.]] &lt;br /&gt;
[[Image:FC5-C4-2.jpg|thumb|none|600px|The proximity version is a recolor of the same model, with the only real difference being the addition of a silly little laser beam effect coming out of the device at the top. This is not a laser tripwire, and is not longer than it is here when the bomb is placed: it more or less just represents a vague concept of detonation.]]&lt;br /&gt;
[[Image:FC5-C4-3.jpg|thumb|none|600px|Encountering a cult roadblock, the Deputy decides that C4 will work a bit better than giving them a ticket.]]&lt;br /&gt;
[[Image:FC5-C4-4.jpg|thumb|none|600px|After liberating a cult outpost she discovers a cache of random items, including a not-very-nutritious fruit basket. Note that the proximity C4 charges always have their laser turned on, even when they are just an ammo pickup.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
&lt;br /&gt;
Standard 8-inch, 8oz sticks of dynamite are available as thrown explosives, thrown in the same manner as grenades. Dynamite has a longer fuse than grenades, but also creates a much larger explosion, and is especially effective at destroying vehicles. Like grenades, the fuse on dynamite can be &amp;quot;cooked&amp;quot; by holding the throw button (this is fairly easy since the fuse visibly burns), and like all thrown weapons it can still be thrown while driving a vehicle. Making dynamite with the crafting system requires two units of &amp;quot;nitro,&amp;quot; and more questionably two &amp;quot;casings&amp;quot; and two &amp;quot;fasteners.&amp;quot; It is not clear precisely what the Deputy uses the latter two components for.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-Dynamite-1.jpg|thumb|none|600px|The &amp;quot;sticky dynamite&amp;quot; upgrade makes the sticks stick.]]&lt;br /&gt;
[[Image:FC5-Dynamite-2.jpg|thumb|none|600px|The Deputy prepares to make her offering to the Altar of Explosions. Note the lit fuse: luckily there are no consequences to hitting the cancel button and putting a lit stick of dynamite back in your pocket.]]&lt;br /&gt;
[[Image:FC5-Dynamite-3.jpg|thumb|none|600px|The fuse is still shown lit during the throwing animation, and for once the Deputy does not have to worry about whether or not she pulled the pin.]]&lt;br /&gt;
[[Image:FC5-Dynamite-4.jpg|thumb|none|600px|Later she makes another offering, which the Altar seems to approve of.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
An [[M18 smoke grenade]] that incorrectly produces grey smoke can be used for screening or to confuse enemies: enemies have also developed a disturbing fondness for throwing smoke grenades directly at the player character or in front of themselves if no cover is near them when they are attacked. White / grey smoke should make it an [[AN/M8 smoke grenade|AN/M8]] or [[M83 smoke grenade|M83]] smoke grenade, but the in-game grenade is marked &amp;quot;smoke, grey&amp;quot; rather than &amp;quot;smoke, HC&amp;quot; or &amp;quot;smoke, TA&amp;quot; respectively. Old habits have sadly returned and the thrown and pickup model of the M18 are the same, meaning that when thrown it still has the pin and spoon attached.&lt;br /&gt;
&lt;br /&gt;
The M18 is incorrectly depicted as a bursting-type smoke grenade with the casing vanishing entirely when it detonates and the smoke cloud instantly reaching its full size: the M18 is actually a burning-type grenade and continues to create smoke for 50-90 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:FC5-Smoke-1.jpg|thumb|none|600px|Well, they went there.]]&lt;br /&gt;
[[Image:FC5-Smoke-3.jpg|thumb|none|600px|The Deputy gets off to a good start by pulling the pin from her M18 smoke grenade.]]&lt;br /&gt;
[[Image:FC5-Smoke-2.jpg|thumb|none|600px|Like standard grenades, it is possible to &amp;quot;cook&amp;quot; smoke grenades, and possible to put them away with the pin pulled without consequence. There is not even a penalty for letting them go off in the Deputy's hand.]]&lt;br /&gt;
[[Image:FC5-Smoke-4.jpg|thumb|none|600px|After throwing the grenade, she can't help feeling that some of her past interactions with it have not been properly acknowledged.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M26 Hand Grenade]] is, as in the previous games, the main fragmentation grenade used by the Deputy and enemies, and retains the egg-timer ticking sound heard when thrown in the previous two games. It is a little less common for the player to actually end up using the M26, since unlike the dynamite it cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:FC5-Grenade-1.jpg|thumb|none|600px|It's a shame that the deputy didn't have this advice for the M18 instead of the fart jokes. This is probably based on an inert grenade that has had the pin pulled and replaced: note the base of the pin is barely split, which would be extremely dangerous on a live grenade.]]&lt;br /&gt;
[[Image:FC5-Grenade-5.jpg|thumb|none|600px|The Deputy discovers an unorthodox substitute for a toilet brush.]]&lt;br /&gt;
[[Image:FC5-Grenade-3.jpg|thumb|none|600px|As in previous games, there is an animation of pulling the pin and releasing the spoon: like Ajay, the Deputy just knows how to do this.]]&lt;br /&gt;
[[Image:FC5-Grenade-2.jpg|thumb|none|600px|Unfortunately, throwing the grenade, cooked or not, results in it turning into the in-world model with the pin and spoon still attached as soon as it leaves the Deputy's hand.]]&lt;br /&gt;
[[Image:FC5-Grenade-4.jpg|thumb|none|600px|The above experiment leaves the Deputy very thankful that videogame fragmentation grenades do not contain fragments.]]&lt;br /&gt;
&lt;br /&gt;
==Pipe Bomb==&lt;br /&gt;
&lt;br /&gt;
Another tool in the rather needless variety of explosives are pipe bombs, which use a burning fuse like the Dynamite. Despite being more or less the poster child for improvised explosives, pipe bombs cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
[[Image:FC5-Pipebomb-1.jpg|thumb|none|600px|This hardware store is not in the game.]]&lt;br /&gt;
[[Image:FC5-Pipebomb-2.jpg|thumb|none|600px|The Deputy prepares to throw her rather over-designed pipe bomb.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
Replacing the DShK from ''Far Cry 3'' and ''4'', the [[Browning M2HB]] appears as the game's standard heavy machine gun, mounted on both cultist trucks and in static positions. As has become standard for mounted guns in ''Far Cry'' games, they have infinite ammunition and never need to be reloaded, and are instead governed by a heat gauge. The Deputy still subscribes to the patented Jason Brody method of dealing with heat build-up, and will pull the charging handle to make it not hot if it overheats.&lt;br /&gt;
&lt;br /&gt;
They are also seen thoughout ''Hours of Darkness'' being used by the Vietcong: this is a little strange since ''Far Cry 4'' had a [[DShK]] model that could have been given a fresh coat of paint and used instead.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC5-M2-1.jpg|thumb|none|600px|Encountering a mounted Browning M2, the Deputy is seized by the desire to make it fill as much of the screen as possible while she searches for the antigravity engine that is allowing it to remain in this position.]]&lt;br /&gt;
[[Image:FC5-M2-5.jpg|thumb|none|600px|After discovering a dead militiaman, the Deputy decides to blame a nearby plastic drum for the murder and gets to work avenging him. As with the handheld machine guns, the rounds on the M2's belt are shown with struck primers. The re-use of the ejected brass effect for the DShK from previous games is half-appropriate for an M2 since unlike the DShK it actually does use disintegrating belt links. However, the M2 only ejects belt links from its right side: spent casings are instead ejected though a chute underneath the weapon. The M2 ejecting a spent case that is facing backwards is also more than a little concerning. Note that the game's plague of notch rear sights has afflicted the M2: it should have an aperture rear sight.]]&lt;br /&gt;
[[Image:FC5-M2-6.jpg|thumb|none|600px|The Deputy uses the iron sights of the M2 to sight up one of the cult's old fighter planes. Note that unlike many shooters where the player character simply vaguely influences the M2 to fire, the Deputy actually has her thumbs on the butterfly trigger.]]&lt;br /&gt;
[[Image:FC5-M2-4.jpg|thumb|none|600px|As another plane comes in for a strafing run, the Deputy opens up with an M2: note the triggers are now pressed down.]]&lt;br /&gt;
[[Image:FC5-M2-3.jpg|thumb|none|602px|This display of correct firearm handling proves too much for the plane.]]&lt;br /&gt;
[[Image:FC5-M2-2.jpg|thumb|none|600px|The ''Far Cry'' rules of heat dissipation are still in force: if the gun overheats, all the Deputy needs to do is pull the charging handle to set things right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
Several ground and air vehicles in the game are shown armed with [[Browning M2 Aircraft]] machine guns, which are fitted with the muzzle booster cap of a [[Browning M3]]. These M2s, aside from those internally mounted in the wings of the old fighter planes, are always in the spade-grip &amp;quot;flexible&amp;quot; configuration, which was intended to be manned directly by support gunners inside aircraft. The &amp;quot;fixed&amp;quot; configuration would be more appropriate for most of them, and precisely how some of them are actually fired is unclear.&lt;br /&gt;
 &lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC5-M2Aircraft-2.jpg|thumb|none|600px|The Deputy looks over the rear-facing M2 Aircraft turret of one of the game's fictional &amp;quot;AdjudiCor FBW-2&amp;quot; aircraft. These seem to be a strange cross between a Mustang, a Spitfire and a TBM Avenger.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-6.jpg|thumb|none|600px|Having encountered the one vehicle in the game where the flex mount is actually appropriate, the Deputy takes a closer look at the mounting.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-5.jpg|thumb|none|600px|The pilot obviously cannot control the turret gun, but as a compromise gets twin synchronized M2s mounted in the wings.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-7.jpg|thumb|none|600px|The Deputy fires the wing-mounted M2s while she reads the Do Not Read This Sticker sticker. Aircraft come with unlimited gun rounds governed via a heat gauge, but other ammo is limited to four shots (four bombs or four twin rocket shots). This can somehow be reloaded in mid-air by giving $1,000 to nobody in particular.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-1.jpg|thumb|none|600px|One side-mission tasks her with recovering the result of a successful experiment aimed at carving a semi truck out of a block of condensed patriotism.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-3.jpg|thumb|none|600px|The Deputy looks over &amp;quot;The Revelator,&amp;quot; an armored truck used by the cultists which had not counted on her having a pre-order helicopter with mounted M2 Aircraft machine guns. And, more relevantly, rockets.]]&lt;br /&gt;
[[Image:FC5-M2Aircraft-4.jpg|thumb|none|600px|The special variants of the seaplane, such as the &amp;quot;Cluster Duck&amp;quot; shown here, have Browning M2 Aircraft guns mounted under their wings, with very little indication of how they are operated.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional rotary gun==&lt;br /&gt;
&lt;br /&gt;
For reasons that are not entirely clear, in the final game Nick Rye's plane &amp;quot;Carmina&amp;quot; switches from having twin underwing Browning M2 Aircraft machine guns as was shown in previews to a chin-mounted rotary gun: this looks like an oversized [[M134 Minigun]]. The mounting has no room to fit a drive mechanism and there is no obvious ammunition source or ejection port on the cannon fairing. More bizarrely, the muzzle clamp seems to be a solid version of the one from a [[General Electric GAU-8/A Avenger]] rather than the flash hider of a minigun.&lt;br /&gt;
&lt;br /&gt;
Presumably this was done to make the missions in Nick's plane easier than they would be if it had the slower-firing wing-mounted guns that the other variants have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Hires GAU8.jpg|thumb|400px|none|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[Image:FC5-Minigun-1.jpg|thumb|600px|none|The Deputy is too busy wondering why she can see her dog through Nick's plane to notice its weird armament. The cannon fairing seems to have been such a last-minute addition that Ubisoft didn't even have time to paint it: how it manages to not shoot off the propeller is unclear.]]&lt;br /&gt;
[[Image:FC5-Minigun-2.jpg|thumb|600px|none|The Deputy decides to get a more dramatic view, showing off the fictional rotary gun as well as two of the four iron bombs Nick's plane is equipped with. These seem to mostly be based on a Mk 81 250lb bomb, though they have a ring tail assembly that bomb does not.]]&lt;br /&gt;
[[Image:FC5-Minigun-4.jpg|thumb|600px|none|The &amp;quot;The Resistance: Nick Rye&amp;quot; trailer showed Nick mounting the gun on his plane: here it seems to be a set of Dillion Aero or Garwood M134G barrels, though precisely what is going on with the right-hand side of the barrel set is unclear.]]&lt;br /&gt;
[[Image:FC5-Minigun-5.jpg|thumb|600px|none|As Nick picks it up it becomes clear that it is ''ridiculously'' large for a minigun. For a comparison, look at [[Media:T2JDHandheldMinigun-2.jpg|this image]] of [[Arnold Schwarzenegger]] picking up a normal-size minigun in ''[[Terminator 2]]''.]]&lt;br /&gt;
[[Image:FC5-Minigun-3.jpg|thumb|600px|none|The giant pseudo-minigun (perhaps &amp;quot;megagun&amp;quot; is more appropriate) mounted under Carmina's nose.]]&lt;br /&gt;
&lt;br /&gt;
==KS-19 antiaircraft gun==&lt;br /&gt;
&lt;br /&gt;
During the game's 1.6 update, several assets from the then-upcoming DLC ''Hours of Darkness'' were made available in the Arcade map editor for use. Among them is a KS-19 antiaircraft gun. In the actual DLC these guns form a side-objective: until they are destroyed, Wendell cannot call in airstrikes, and when they are destroyed he receives a &amp;quot;recon plane&amp;quot; which adds local areas of interest to the map in a similar manner to the old radio towers. The KS-19 is shown as if it is a rapid-fire cannon during gameplay, which it is not: while it does have a semi-automatic mechanism with an autoloading tray and automatic rammer, the rate of fire was on average about 15 rounds per minute with a 15-man crew. With the one-man crew the guns tend to be shown with, the rate of fire would be rather closer to zero rounds per minute.&lt;br /&gt;
&lt;br /&gt;
[[Image:KS-19.jpg|thumb|none|400px|KS-19 antiaircraft gun at the St. Petersburg Artillery Museum - 100x695mm R]]&lt;br /&gt;
[[Image:FC5-KS-1.jpg|thumb|none|600px|Wendell Redler encounters one of the Vietcong KS-19s.]]&lt;br /&gt;
[[Image:FC5-KS-2.jpg|thumb|none|600px|Oddly, Wendell's bow turned out to be a less than optimal way of dealing with the KS-19.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted M60E4==&lt;br /&gt;
&lt;br /&gt;
The game's handheld [[M60E4]] also exists in a very unusual configuration as a mounted weapon, with spade grips attached to the back of the stock. This appears to have been created by someone who had seen an [[M60D]] but did not quite understand what they were looking at: the most obvious proof of this is that the in-game weapon has no linkage between the spade grips and the trigger mechanism.&lt;br /&gt;
&lt;br /&gt;
Mounted versions have infinite ammo and are governed by a heat gauge. In the M60's case, if it is allowed to overheat, just hitting it a couple of times seems sufficient to banish the warmth from it and get it working again.&lt;br /&gt;
&lt;br /&gt;
The same mounted M60E4 model is also used in ''Hours of Darkness'': this is highly anachronistic, since the M60E4 did not exist until the 1990s.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4.jpg|thumb|none|400px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M60DDM.jpg|thumb|none|400px|M60D machine gun new version - 7.62x51mm NATO. Note the rod under the weapon connecting the spade grips to the trigger group.]]&lt;br /&gt;
[[Image:FC5-M60Mount-1.jpg|thumb|none|600px|The Deputy looks over a mounted M60E4: note the lack of any such connecting rod, though at least this version has a belt box. &amp;quot;Mounted&amp;quot; may be exaggerating things a little, though: &amp;quot;somehow not falling off this ledge&amp;quot; is perhaps more accurate.]]&lt;br /&gt;
[[Image:FC5-M60Mount-2.jpg|thumb|none|600px|As with the M2, the version mounted on vehicles always has an armored gunshield fitted.]]&lt;br /&gt;
[[Image:FC5-M60Mount-3.jpg|thumb|none|600px|Firing the mounted M60: the ejected brass effect is the same as the .50 cal M2 (and the old DShK), but with the casings scaled down somewhat. Unfortunately the same is not true of the belt box, which seems to still be using the .50 cal belt for the M2.]]&lt;br /&gt;
[[Image:FC5-M60Mount-4.jpg|thumb|none|600px|Iron sights of the mounted M60: these are slightly different to the handheld version. As with the &amp;quot;MKG&amp;quot; that the M60 replaces it is also raised for indirect fire, which does not stop the M60 from firing straight ahead when using the iron sights.]]&lt;br /&gt;
[[Image:FC5-M60Mount-5.jpg|thumb|none|600px|Realising that the gunshield prevents her from easily accessing the charging handle, the Deputy is forced to resort to the ''Far Cry 2'' school of firearm care.]]&lt;br /&gt;
&lt;br /&gt;
== M120 Mortar ==&lt;br /&gt;
The same [[M120 mortar]]s seen in ''Far Cry 4'' are found around the map. As before, they are relatively difficult to use since there is no tutorial for how they are supposed to work and unlike ''Far Cry 2'' the weapon has no range indicator when not using the sights. Surreally, the sight appears to be linked to a geosynchronous satellite, providing a high overhead view, now with the reticle illuminated in green.&lt;br /&gt;
&lt;br /&gt;
In ''5'', there seem to be two types of M120, though it is not visually clear what type a given mortar is. One is the same as before,  firing an extremely powerful submunition round seemingly based around the same non-conservation-of-mass technology usually seen in videogame depictions of white phosphorous; this rains bomblets over a wide area and can destroy anything it hits. This type is extremely rare: one appears at the end of the storyline mission &amp;quot;The Cleansing&amp;quot; in the southern area, Holland Valley. The standard type fires a single-warhead point-detonating explosive round, and is harder to use due to the decreased area of effect.&lt;br /&gt;
&lt;br /&gt;
To make enemy mortars less frustrating than their hard-to-find ''Far Cry 2'' counterparts, there is an indicator similar to the grenade indicator for incoming mortar rounds, and enemies will loudly declare &amp;quot;I'm going for the mortar!&amp;quot; to nobody in particular if they intend to use one. Mortars tend to fire at greater range than in ''Far Cry 4'', since they are now much easier to evade.&lt;br /&gt;
&lt;br /&gt;
It also appears in ''Hours of Darkness'' where it is used by the Vietcong: like several other weapons carried over from the main game, the M120 is only a couple of decades old and would not have been present at the time. North Vietnamese Army forces typically used Soviet infantry mortars or the Type 31, a Chinese copy of the American M2 60mm mortar, while the VC, when not using stolen American equipment, mostly used a bizarre home-made 50mm mortar made from wire-wrapped two-inch gauge metal water pipes known as the &amp;quot;Sky Horse.&amp;quot; They still have their inexplicable personal satellite uplink targeting system.&lt;br /&gt;
&lt;br /&gt;
[[Image:M120sm.jpg|thumb|none|400px|M120 Mortar - 120mm]]&lt;br /&gt;
[[Image:FC5-Mortar-1.jpg|thumb|none|600px|The Deputy locates a mortar, finding herself a little suspicious of its tiny baseplate.]]&lt;br /&gt;
[[Image:FC5-Mortar-2.jpg|thumb|none|600px|The standard view when using the mortar: this is the more common low-power version, note the single explosion in the distance.]]&lt;br /&gt;
[[Image:FC5-Mortar-3.jpg|thumb|none|600px|The Deputy hefts a round into a mortar as she makes the cult regret placing it in their outpost. While it is a little curious that she would know how to use such a weapon, it is not really any more ridiculous than Ajay knowing how in the previous game.]]&lt;br /&gt;
[[Image:FC5-Mortar-4.jpg|thumb|none|600px|The cult quickly discovers they will need reinforcements for their reinforcements. As before, the aim button switches to this unexplained overhead view which allows accurate placement of shots as opposed to blindly elevating the mortar with no range scale. The only difference between this and the mortar in ''4'' is that the crosshair is now illuminated. This same crosshair is also used as the bombsight for aircraft equipped with iron bombs.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
Far Cry 5 features a number of weapons that were seemingly originally intended to appear in the game but cut - the reasons for this are not explained in the game proper, though it is possible they are intended to be prizes for future Live Challenges. The game files include references to nearly every weapon that appeared in Far Cry 3, Blood Dragon, 4, and Primal, though most of these are listed as legacy content. Strangely, however, certain cut weapons still appear in the game but are unusable by the player - these include the pitchfork, sledgehammer, crowbar, combat knife, and mallet, which are at times used by NPCs or in in-game cutscenes, but never available to pick up. A few weapons of note that are listed but never appeared included an ambiguous [[AR15]] (possibly the M4A1 seen on the cover, though an M16A1 has also been rumored), a [[Desert Eagle]] (at present ''5'' is the only numbered ''Far Cry'' game to not include one), and a [[Luger P08]], which was seen in pre-release trailers but is not found anywhere in the game itself.&lt;br /&gt;
&lt;br /&gt;
==Cover Weapons==&lt;br /&gt;
&lt;br /&gt;
The game's extended cover artwork (an obvious reference to Da Vinci's mural ''The Last Supper'') features a large number of weapons, some of which are taken directly from the game and others which are different in game or simply do not appear at all.&lt;br /&gt;
&lt;br /&gt;
[[File:FC5Cover1.jpg|thumb|none|600px|The left half of the extended cover (too large to post on IMFDb.) The game's [[Sawed-off Double Barrel Shotgun]] (&amp;quot;D2&amp;quot;), [[Smith &amp;amp; Wesson Model 629]] (&amp;quot;.44 Magnum&amp;quot;), and &amp;quot;AR-C&amp;quot; are depicted. Additionally, a regular [[Colt M1911A1]], [[Mossberg 590]] with extended magazine tube, [[M4A1]] sans flash hider, and several [[Mk 2 Hand Grenade]]s are shown.]]&lt;br /&gt;
[[File:FC5Cover2.jpg|thumb|none|600px|The right half of the cover. Again seen are several &amp;quot;AR-C&amp;quot;s, Mk 2 Hand Grenades, a Mossberg 590, and an M4A1. Unique to this half of the cover are the two [[RPG-7]]s, a [[SA Vz.61 Skorpion]], [[Beretta 92SB]], what looks like a [[Mossberg 590 Cruiser]], and an unidentified rifle mostly out of the shot on the far right.]]&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1189247</id>
		<title>Talk:Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1189247"/>
		<updated>2018-06-06T10:13:22Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: Removing outdated notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like UbiSoft will be revealing the gameplay on Friday (May 26th) but, for now, they have released a teaser image. Looks like the game is set in Montana and the villains are a crazy, religious cult (Like the Westboro Baptist Church, I guess).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:42, 24 May 2017 (EDT)&lt;br /&gt;
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[[File:FarCry5_Teaser_Poster.jpg|thumb|none|500px|]]&lt;br /&gt;
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:Wonder if the enemies will all still be running around with AK-103s and P416s as they have been in the last two games...., also, I hope they paid the NFA tax on those short-barreled carbines or we'll be ATF simulator-ing that dog.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 24 May 2017 (EDT)&lt;br /&gt;
::I bet it'll be full auto weapons all around because Ubisoft, a French company with developers in Canada thinks every American is a white red neck with full auto M16s in their back yard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:::To be fair, a combination of black market usage, home gunsmithing/machining, and theft could net one a fair amount of fully-automatic weaponry (especially if, as seems to be the case here, the group in question effectively operates without any law enforcement supervision), but still, there have to be some limits. Full-auto converted AR-15 carbines and Luty-style SMGs I could understand; FAMASes and QLZ-87s, well, I'd be a fair bit less forgiving. Then again, this is Far Cry, so it's not exactly meant to make a whole lot of sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:27, 24 May 2017 (EDT)&lt;br /&gt;
::::Ubisoft just doesn't care all that much about realism and prefers to include cool guns in their games. I can't imagine the weapon set in Far Cry 5 will be any attempt at a political statement at all, though people will certainly take it as such given the new setting. It's gonna be a big amalgamation of different cool to use but ultimately probably not very realistic weapons. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:29, 25 May 2017 (EDT)&lt;br /&gt;
To be serious, aside from how this may be a dumb story plot, I do hope they use different weapon templates. I will be pissed if I see the same AK, POF 416, SIG and for the love of God, there better not be any FAMASs in this game set in America. Also, the image already confirmed RPGs...even though really no one can get them here [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:Nah, man, they're totally gonna keep reusing weapons from previous games. I mean, it's apparently not an Ubisoft game these days if it doesn't have the Far Cry 3 P416 model in it somewhere (I'm legit surprised they haven't thrown it into R6 Siege yet), plus there's all these other models from Watch_Dogs 2 and Wildlands just begging to be put into another game or two... [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:54, 25 May 2017 (EDT)&lt;br /&gt;
::in all seriousness though I would love at least a different AK model or something. This one's gonna be set in America, give us a 5.56mm AK. Wouldn't even need much work to turn the AK-103 model into a believable AK-101, I'd like to imagine. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:56, 25 May 2017 (EDT)&lt;br /&gt;
:::The P416 actually [http://cdn.edgecast.steamstatic.com/steam/apps/359550/header.jpg?t=1495046645 shows up] in the initial startup screen of Siege, lol. Also, there's no reason why an AK in America has to be 5.56; it just shouldn't be an AK-100 series since those aren't exactly imported in America (Arsenal SLR is probably the closest thing).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:43, 25 May 2017 (EDT)&lt;br /&gt;
I'm just hoping they're let you use more than 3 attachments in the single player.&lt;br /&gt;
:Honestly, it's not even the &amp;quot;3 attachment&amp;quot; trope that pisses me off the most, but it's the fact that Ubisoft actually locks some attachments to multiplayer only and you have to download a patch to be able to use them in SP. (Like the SPAS-12 suppressor and the SVD illuminated sight). Nobody even plays Far Cry multiplayer, so why even bother doing that??? --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:25, 25 May 2017 (EDT)&lt;br /&gt;
::On the subject of attachments, here's hoping that extended magazines actually change the weapon models now. Now, a lot of these changes that we hope for aren't likely, but hey, a man can dream. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:08, 25 May 2017 (EDT)&lt;br /&gt;
To be fair, the RPG-7 is one of few (common) reusable rocket launcher out there, so if they're gonna include any at all (which they will, because it's Far Cry, come on), is not a poor choice. The Desert Eagle and MP5 will also likely return, seeing as how they've been in every major Far Cry game to date. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:23, 25 May 2017 (EDT)&lt;br /&gt;
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&lt;br /&gt;
I hope they really switch up the current Far Cry formula of &amp;quot;you must defeat le psychotic bad guy by capturing ALL the radio towers&amp;quot;, but knowing Ubisoft, probably not. Also, $50 on there being at least one Buford T. Justice caricature of a southern police officer. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:22, 25 May 2017 (EDT)&lt;br /&gt;
:Nice job out there! Only 5 more bell towers to go and you can buy an RPG from an unsuspecting gun store, because obviously that's how it works in America! --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:16, 25 May 2017 (EDT)&lt;br /&gt;
::They're going to set it in an Amish community, so all this will be new to them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:22, 25 May 2017 (EDT)&lt;br /&gt;
:::I can't find the pic, but someone did photoshop the image so it said Duck Dynasty 5 instead. That made me chuckle.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 01:02, 26 May 2017 (EDT)&lt;br /&gt;
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Grrrrhhh it will be a Far Cry 3/4 just with a different skin (hero join a La Resistânce group for defeat the Bad Guy/Guys)... they should had done something revolutionary like they did Far Cry 3. It didnt look the same to Far Cry 2, and if werent for the title you won't even assume they were same series...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:42, 29 May 2017 (EDT)&lt;br /&gt;
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Well I've pre-ordered my copy, based on the knowledge that /k/ will hunt me down and kill me if I don't screencap this. Let's just hope it doesn't have some godforsaken random multiplayer unlock system to stash weapons behind like the CoD games decided to have. And doesn't need me to grind for hours in a phone app to get one of the unique weapons, that would be nice too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:33, 25 March 2018 (EDT)&lt;br /&gt;
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== Trailer Dropped ==&lt;br /&gt;
Well, [https://www.youtube.com/watch?v=Kdaoe4hbMso UbiSoft] dropped the trailer and it looks good. In terms of weapons, I don't think I saw any from the previous games (thankfully), but I did see two shotguns I couldn't ID, what looks to be a PDW, an AK-74, and a VERY quick shot of a revolver. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:18, 26 May 2017 (EDT)&lt;br /&gt;
: Looks like there's a Remington 870 with wooden furniture as well, and another short-barreled &amp;quot;cruiser&amp;quot; pump-action with polymer furniture, Browning M2HBs on the technicals, a MAC-10/11. According to the Far Cry website, the game's AR-type gun is called the &amp;quot;AR-C&amp;quot;, and doesn't look to be based on any particular AR variant (that I know of), though the selector switch looks kind of like an HK's. The sawed-off &amp;quot;D2 Shotgun&amp;quot; from Far Cry 4 appears to be returning, but with a new model this time (thank god it's not the cut down Double Rifle.) Though this time around it looks like it was manufactured that way, seeing that it has front sights and a proper finish, making it technically not &amp;quot;sawed-off&amp;quot; at all. The 1911 is also back, and also has a new model. Looks to be an amalgamation of several M1911 variants (Springfield Armory, Kimber, etc.)   rather than a single one.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 16:44, 26 May 2017 (EDT)&lt;br /&gt;
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::I've never been particularly good at telling pump-action shotguns apart (unless it's a SPAS-12 or maybe an Ithaca they really all look nearly the same to me), but taking a close look at the shotgun in the trailer and comparing it to screenshots from Far Cry 4, I think it ''might'' possibly be the FC4 M133 model. Again. Damnit. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:15, 27 May 2017 (EDT)&lt;br /&gt;
:::If you watch the character trailers, you can see it's not the same model (it's especially clear at the end of the one set in the bar.) It's got a much longer barrel and a shorter magazine tube than the MP133. Which is good, because not only is reusing the models dumb, but the Baikal is also a pretty bad choice in rural America when you have the equally common and near-identical M870. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:09, 28 May 2017 (EDT)&lt;br /&gt;
::::Is the MP133 a copy of R870? From what I know, it's just further development of Baikal-81, which seems to be quite an independent development. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:30, 28 March 2018 (EDT)&lt;br /&gt;
::Here's an amalgamation of several trailers into one, giving some good shots of some of the weapons: https://www.youtube.com/watch?v=sxav5An1sAs    [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:53, 26 May 2017 (EDT)&lt;br /&gt;
Luckily Ubi decided to get it together and give most of the weapons new models this time around. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 02:27, 28 May 2017 (EDT)&lt;br /&gt;
::I think that the reason the AR and 1911 don't seem to be based on any particular model might be intended to reflect how people will custom build their AR's and 1911's rather than just buying a full one off the shelf A LOT nowadays, which is something I've been wanting to see in a game for a while.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:35, 28 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gun Wishlist ==&lt;br /&gt;
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What do you folks want? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:24, 29 May 2017 (EDT)&lt;br /&gt;
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: Well already there appears to be some kind of high caliber lever gun from what I see from the trailer. Guide gun maybe? I'd love a Browning BLR, maybe a BAR Safri as a Hunting/Sniper Rifle too. I'm fully expecting some kind of AK as well, whether it be a video game mashup or maybe even a civi variant like a Romanian WASR converted for full auto, because I highly doubt FC5 will have fire controls for selective fire. Also expecting some more Revolvers too, although I'm hoping for a more traditional .357 revolver over the .44 Magnum. [[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 12:08, 29 May 2017 (EDT)&lt;br /&gt;
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:I'm just hoping we get a few of the &amp;quot;American classics&amp;quot; in there - Single Action Army, Thompson, M1 Garand, etc. Older American movie guns like the TEC-9, MP5A3, Winchester 1887, and Desert Eagle, all of which have been in FC games in the past, hopefully will reappear as well (some, like the MAC-10 are already confirmed.) --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:11, 29 May 2017 (EDT)&lt;br /&gt;
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:The Coonan, though that's probably hoping for too much, considering how obscure the damned thing is. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:17, 29 May 2017 (EDT)&lt;br /&gt;
::Aaaand cue this random guy listing off a bunch of stuff that's varying degrees of strange, and will never get into the game: A Ruger PMR-30, a Chiappa Rhino, literally anything made by Mateba, a COP 357, a Taurus Judge, a Thompson Center Contender, a Magnum Research BFR, a Remington XP-100, an Arsenal AF2011A1, an HK VP70M, a Ruger 10/22, with a 25-round BX-25 magazine and an aftermarket full-auto trigger pack (yes, those exist, and they are absolutely hilarious), an American-180, an AR-18, an M2 Carbine, an STGW-57, an Ithaca MAG-10 Roadblocker, a Chiappa Triple Threat, a DP-12, an SRM M1216, a K31 with an optional aftermarket scope mount, a Mossberg 464 SPX, a Hadar II, an HK SL8, the .700 Nitro side-by-side from FC4, a Kel-Tec RFB, a Lahti L-39, an M2 Flamethrower (to replace the jury-rigged LPO-50 from the earlier games), a Manville Gas Gun, a Gyrojet, a Hawk MM1... on one hand, listing off all these random-ass weapons makes me happy; on the other hand, realizing that they'll never be in this game (and, most likely, a fair amount of them won't be in many/any games at all) makes me sad. Yours truly dishonestly, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 29 May 2017 (EDT)&lt;br /&gt;
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:I'd kill for not the Colt Python, but its more obscure just-as-cool cousin the [[Colt Trooper Mk III]] ( 4in. blued is a must ). Pistols I would like would be the [[SIG P210]], a [[First Model CZ 75]], the [[AMC Auto Mag Pistol]], the [[Smith &amp;amp; Wesson 39]], and a [[Mauser HSc]]. The only other thing is to have a [[Federal Gas Riot Gun]] as a launcher. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:55, 29 May 2017 (EDT)&lt;br /&gt;
::An M9A3, Browning Hi Power, Glock 19, the Judge someone mentioned earlier, the M500 (because ''Far Cry''), and the M29 for handguns/magnums. A good old tried and true AR-15 as a basic rifle would be nice, along with the Mini-14 and maybe a full-size M14 for DMRs, the expected AK and M16 variants for assault rifles, an M1903 (ala ''Far Cry 2''), M1 (which you can upgrade into an M1-C), and some form of Barret rifle for snipers, the 870, Ithaca (with mods for making it a Stakeout), KSG, and some form of Armsel drum-fed shotgun for shotguns, and the tried and true M249, M60, and M2 for machine guns of various flavors. I'd also like to see the M79 come back from ''Far Cry 2'' because it adds such a new dynamic to gunplay. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:30, 29 May 2017 (EDT)&lt;br /&gt;
:::For the record, the M79 was also in ''Far Cry 4'', and it was awesome there too, I'd love for it to make another return. Personally, I'd also like to see a FAL of some variety (preferably a full-size model just so they at least have to put ''some'' work into it instead of just copying over the ''Future Soldier''/''Blacklist'' SA58 and calling it a day) and some more revolvers. Maybe a Charter Arms Bulldog, they could make the Signature version into the ''Blade Runner'' gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 00:34, 30 May 2017 (EDT)&lt;br /&gt;
::::If they do that, it needs to fire rifle rounds, ''a la'' ''Fallout New Vegas.''--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:52, 3 June 2017 (EDT)&lt;br /&gt;
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They should add civilian variants of military guns like the [[ARX-160|ARX-100]], the Texan-buiod [[MSBS]],[[SCAR-L]], the [[SIG-Sauer P320]] that is now standard of US Army,Glocks,[[SR-47]]...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:51, 30 May 2017 (EDT)&lt;br /&gt;
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I wish for an actual regular Glock. G17, or G19 and it isn't a full auto Glock as the default. Make the full auto Glock a special gun you get later. For handguns, an M&amp;amp;P series, maybe in .40 since your character will be a cop of sorts or LEO. For new gun flavors, I want to see the MPX, Scorpion Evo 3, MDR. Let's see some Kel-tec guns like their KSG, even though it isn't really a new hotness anymore or the RFB or the RDB. There are so many guns in America to choose from. I want to see an SKS or something [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:43, 30 May 2017 (EDT)&lt;br /&gt;
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Personally I'd love to see some factual basis for the guns in this game. Having the likes of say an ultimax or PKP say just doesn't fit. I'd also like say a Krebs or Rifle Dynamics AK. Both are good US made platforms and not seen in a VG before. Also ditch the staple weapons. No desert eagle, no P416, no AK103 variant. &lt;br /&gt;
A decent domestic AR15 variant would be nice as opposed to the standard M4/M16 we see from typical VG. Also add a glock, a SIG and a SCAR H/RFB instead of the ACE.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:26, 2 June 2017 (EDT)&lt;br /&gt;
:The Desert Eagle would make more sense in the American setting than any of the other Far Cry games, ironically enough. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:10, 2 June 2017 (EDT)&lt;br /&gt;
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The 2016 version would be awesome.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:11, 2 June 2017 (EDT)&lt;br /&gt;
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I wouldn't mind them bringing back the Tec-9. Add a MAC-10 with the big old suppressor would be cool. I seriously doubt a non-American company like Ubisoft to be aware of specific custom gun makers like Rifle Dynamics or Taran Tactical unless those companies reach out to Ubisoft to have their guns represented or someone on the design team reach out to them [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:56, 2 June 2017 (EDT)&lt;br /&gt;
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Mac-10 in place of tec9 from FC4 wold be nice with the huge suppressor as the signiture edition. With regards to desert eagle, its really accurate but for me its an overused hollywood wonder weapon bit like Glock 18. I'd prefer a nice S&amp;amp;W or Colt revolver in the classic VG &amp;quot;hand cannon&amp;quot; slot instead. With regards to RD, Krebs, or TT I am sure Ubisoft have google? Activision seems to make great use of it for their weapon choses. It was my personal wishlist hence the addition of an american based AK designer. If they wanted an authentic setting rather than just re-use guns from R6 siege and watch dogs then perhaps they could have done some research? I do love Ubisoft but they are definitely following the COD rinse and repeat when it comes to firearms. A classic 1911 would be nice perhaps with the back story that it was the main characters Grandads piece from WW2. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:24, 2 June 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
https://postimg.org/image/jatr0x2id/ &amp;amp; https://postimg.org/image/hkapzfkz9/&lt;br /&gt;
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Ubisoft uploaded a few screenshots to their website, these are high def variants. They look doctored to me, but assuming this is anything like what the game will be (ha ha), there are a few things that stick out: the WW2 plane in the second image is definitely a frankenplane, a bastard child of a Ju 87 and Bf 109 by the looks of it. It looks like the rear facing MG15 has been replaced by a Browning M2, or maybe an AN/M2 (something I'm okay with, because an actual firing MG15 would make very little sense.) Also, in the first image, you can see the ally on the right has an AR-type that's very similar to the one the player &amp;amp; enemies are holding, but it's a longer-barreled variant and has a custom paint job (and no sights at all, ugh.) This, combined with the fact that there are even more AR-types shown in promo images or trailers makes me think that weapon customization will actually be somewhat extensive in this game, rather than the &amp;quot;two attachments per gun&amp;quot; thing Far Cry 3 &amp;amp; 4 had going. It COULD just be a signature rifle or something, but I'm willing to bet it might be more. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 11:44, 2 June 2017 (EDT)&lt;br /&gt;
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I can already tell the AR has the front sight on backwards...like the last game. The rail kinda reminds me of Daniel Defense's new M-Lok rail [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:57, 2 June 2017 (EDT)&lt;br /&gt;
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== E3 footage ==&lt;br /&gt;
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There's a revolver, AR-15-based assault and sniper rifles, a shotgun, an AK, and several pistols from what I can see: https://www.youtube.com/watch?v=YNbtgJreV80 --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:01, 12 June 2017 (EDT)&lt;br /&gt;
:No video anymore, it's been taken down. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 23:02, 12 June 2017 (EDT)&lt;br /&gt;
::https://www.youtube.com/watch?v=WX_h8rneDxU Pretty sure this is the same video as the one taken down.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:36, 13 June 2017 (EDT)&lt;br /&gt;
: Said sniper rifle has a telescoping that's fully retracted. What exactly did the developers think the lever was for? --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 04:08, 13 June 2017 (EDT)&lt;br /&gt;
: Well, the chick shooting it does look kinda short, maybe it sits better on her shoulder like that. I mean, that ''is'' the idea behind adjustable stocks after all. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 04:44, 13 June 2017 (EDT)&lt;br /&gt;
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== Sad News... ==&lt;br /&gt;
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New firearms confirmed are : Fabarm FP6,M4A1(yeah),M11A1 variant,MBP.50 (high caliber rifle).&lt;br /&gt;
Sad News?&lt;br /&gt;
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Suspance...&lt;br /&gt;
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Another bit..&lt;br /&gt;
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Most of them are recycled. So we get the usual arsenal. AGAIN. So pissed.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:11, 12 July 2017 (EDT)&lt;br /&gt;
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:: Where did you get any of this information? I haven't seen anything recycled thus far, except for the Vz.61 Skorpion on the game's expanded cover which is clearly the same as the one in Ghost Recon: Wildlands (or at least rendered the same.) But even that doesn't confirm it'll be ingame that way, or in the game at all for that matter. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 10:18, 22 July 2017 (EDT)&lt;br /&gt;
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I get it on the wikia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:09, 4 September 2017 (EDT)&lt;br /&gt;
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:: The Far Cry wiki is poorly maintained and none of the recycled guns listed there are sourced, nor have they appeared in any promo material I could find. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:40, 17 September 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_car_293319.jpg&lt;br /&gt;
I can't figure out what the hell the gun in the technical is, though it kinda looks like an M60D, and the guy in the Mustang has what looks like a FABARM with wood furniture and rifle sights.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_coop_293329.jpg&lt;br /&gt;
That looks like the original 9mm MAC-10, and the guys on the ground are probably using the AR-C they mentioned earlier.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_dog_293337.jpg&lt;br /&gt;
Once again, the AR-C and a guy with only one kneecap.&lt;br /&gt;
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https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_cult_293335.jpg&lt;br /&gt;
And the M1911 again, I thought it had a tan frame, but that's just the lightning.&lt;br /&gt;
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Question, since the trailer dropped already, shouldn't we make the page and not just stick around here? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:30, 1 August 2017 (EDT)&lt;br /&gt;
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== Weapon classifications  ==&lt;br /&gt;
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Is it accurate to list machine pistols as SMGs and the flamethrower as a launcher? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:31, 24 December 2017 (EST)&lt;br /&gt;
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:The Skorpion is called an SMG as often as it's called a machine pistol, and a flamethrower is a launcher. It launches flames. More to the point flamethrowers usually get put in launchers because it's rare for there to be more than one of them in a given work so giving them their own category is a bit silly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:46, 24 December 2017 (EST)&lt;br /&gt;
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::Sure,I can see how the Skorpion qualifies but not the MAC. I don't see any reason why flamethrowercan't be categorised as&amp;quot;other&amp;quot;. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:52, 24 December 2017 (EST)&lt;br /&gt;
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:::MAC-10 is also classified as an SMG at least as often as it's called a machine pistol. SMG at least benefits from having a real definition (pistol calibre automatic) while with machine pistol once you get outside auto versions of actual pistols you're left spinning in the wind mumbling about form factors. And every other Far Cry page lists the flamethrower under launchers, it's something of a standard. I don't think it's worth fretting over. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:05, 24 December 2017 (EST)&lt;br /&gt;
::::Well as far as I can tell an SMG is an automatic or select fire weapon with a carbine length barrel and chambered ina pistol cartridge. That description doesn't fit either gun. Also I still think it's wrong to list a flamethrower as a launcher. I can't be the only one who thinks it's bizarre that liquid propellants and rockets are the same according to this page. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 16:50, 24 December 2017 (EST)&lt;br /&gt;
:::::Naw, that definition doesn't work because there's some SMGs that ''don't'' have carbine-length barrels: for example, the TDI Vector's barrel is only 5.5 in, only half an inch longer than an M1911's, while an MP5K's barrel is ''shorter'' than an M1911's at 4.5 in, which is the same length as a Skorpion's and 0.01 in longer than a MAC-10's. [[Kedr PP-91]] only has a 4.7 inch barrel, too.&lt;br /&gt;
:::::The LPO-50 specifically is a weapon that uses an explosive charge to fire, so is basically a gun that happens to fire a projectile that's liquid. Calling it a launcher is actually completely accurate to how it operates. Also as I said, it's not really worth worrying about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:02, 24 December 2017 (EST)&lt;br /&gt;
:::::: Bah, we've long rolled machine pistols into SMG categories with a few exceptions those being the rather few automatic variants of otherwise semiauto-only pistol model-groups (Glock, Beretta, CZ). MAC-10/11, Skorpions, Mini/Micro Uzi, etc are not related to sidearm-vein handguns and thus they fill more a SMG aesthetic while still also meeting all the other criteria (pistol caliber, select fire, and many have folding or detachable stocks allowing them to be technically 'shoulder fired'). Barrel length is rather irrelevant as Tim pointed out - I'll add that longer barreled guns like the Calicos and the earliest 'sub' guns are likewise listed as SMGs as they meet the other requirements while having barrel lengths as long as many rifles. An aside, I'm not seeing the difference between Skorpions and MACs in this discussion at all. Anyway, all-told yes it is.. if not 'accurate', then certainly not improper to categorize them as such. The alternative is come up with a 'machine pistol' category which really just opens up another can of worms. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; As for the flamethrower, that is even less of a question mark, since as ET noted, it is indeed technically a launcher that propels flame instead of grenades or rockets. What it propels is rather irrelevant in this regard. I'd put gas dischargers under the same, also. Anyway, no one is saying they're the &amp;quot;same&amp;quot;, just that they share some similar characteristics enough to be grouped together. A Blunderbuss and a AA-12 are certainly not the same except for the single fact they both fire shot - which is enough to categorize them both in one section. Now while I grant flamethrowers are generally put in 'other' sections in many other pages, those pages also don't diversify into explosives and launchers as is done here - hand grenades and rocket launchers would be lumped with them. That and the 'other' section is already used for another purpose it seems - it would be bizarre to do it that way here by my reckoning. Now I suppose the launchers and explosives could all be lumped together into an 'other' section while the existing other with the listing about the cover weapons could be renamed 'special' or something. But as said, this is part of a series with this one weapon listed a certain way and I would lean to keeping it so for the sake of consistency among the set, especially when it's not improperly listed otherwise. Bottom-line, I more agree with Tim in that this ain't worth making a stink about - and this coming from someone who has made stinks about things of this sort in the past. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:27, 24 December 2017 (EST)&lt;br /&gt;
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== Possible lever gun in trailer  ==&lt;br /&gt;
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At around 43 seconds in the Announcement Trailer you can someone hunting a deer with what appears to be some sort of lever action rifle, though you can't see a lever so it might be a semi-auto sporting rifle. If someone can ID this should it be added? I don't think it's gameplay footage so I'm not sure if this counts. Also, I hate to bring up categories again but if this gun is in the game then the categories need a small overhaul. It's not really a sniper and it certainty isn't an AR. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:06, 28 December 2017 (EST)&lt;br /&gt;
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== Marlin 1895 ==&lt;br /&gt;
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What makes this a &amp;quot;Sniper Rifle&amp;quot;? You can tell from my post history that I am a bit pedantic but I don't see how an unscoped lever action rifle qualifies as a sniper. Has this just been categorised as such for simplicity's sake or am I missing something here? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 19:45, 9 March 2018 (EST)&lt;br /&gt;
:I think it’s classified as so in game and can mount the sniper scopes, so that’s the reason.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:50, 9 March 2018 (EST)&lt;br /&gt;
:If it's in the sniper rifles category in the game it's probably treated as one in terms of things like the ammo it uses and the upgrades it gets. It's probably just that the low-tier sniper rifles don't come with a scope by default. Might change it to &amp;quot;Sniper / Marksman Rifles&amp;quot; I suppose. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 10 March 2018 (EST)&lt;br /&gt;
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== Moved ==&lt;br /&gt;
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==Luger P08==&lt;br /&gt;
The [[Luger P08]] appeared in pre-release media and in the game files as the &amp;quot;Luger.&amp;quot; Its appearance in game is as of yet unconfirmed.&lt;br /&gt;
[[Image:Luger.jpg|thumb|none|400px|Luger P08 - 9x19mm]]&lt;br /&gt;
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I'll take a look for some evidence of these later, but if it's just finding names in the game files that's not worth including. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:03, 28 March 2018 (EDT)&lt;br /&gt;
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== Click sounds ==&lt;br /&gt;
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Can somebody explain to me why some games such as this one and CS:GO have those ANNOYING empty click-like sounds simultaneously with each round that you fire, when your magazine is almost empty? (no matter if your weapon is full-auto or bolt-action) CoD WWII has also has this, albeit on the last round only. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:09, 29 March 2018 (EDT)&lt;br /&gt;
:It's supposed to help you keep track of your remaining ammo since the HUD element for the ammo counter is so small, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 29 March 2018 (EDT)&lt;br /&gt;
::I had it in my mind that it's for this reason, but if it's merely for this one it's stupid (not to mention that the HUD is still visible in these games), and as I've said, really annoying (and loud compared to the firing sound), especially on automatic weapons. Now on the opposite end of the scale, I somehow remembered Operation Black Mesa, which was supposed to come out as a remake for Half-Life: Opposing Force, and where apparently there wouldn't have been any HUD at all, so you'd have your character check the chamber before reloading. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 29 March 2018 (EDT)&lt;br /&gt;
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== Lackluster gun selection ==&lt;br /&gt;
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I was honestly hoping for more stuff and weird that not a single American made shotgun. Was hoping for the MDR or UMP, or other variants of M4s or something. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:34, 29 March 2018 (EDT)&lt;br /&gt;
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Hope (County) that there will be &amp;quot;DLC&amp;quot;s like in [[GTA V]] or [[Ghost Recon: Wildlands]]. In this times game are rarely released full finished. But yeah you are right. For my opinion they should take off the &amp;quot;Prestige&amp;quot; variants and replace them with completely different guns. The U.S. of A. are the lands of guns! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:48, 30 March 2018 (EDT)&lt;br /&gt;
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== 1911 ==&lt;br /&gt;
&lt;br /&gt;
I don't think the 1911 is based on any S&amp;amp;W model as the in-game gun has no external extractor, as all SW1911s have. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:57, 4 April 2018 (EDT)&lt;br /&gt;
:They probably just forgot to put it there, like the belt box on the M60. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:34, 4 April 2018 (EDT)&lt;br /&gt;
:: I feel like they went with a different model of Kimber for the 1911, other then the front serrations, it reminds me a lot of the Kimber Two Tone. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 22:59, 4 April 2018 (EDT)&lt;br /&gt;
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== ArtStation for Lead Artist ==&lt;br /&gt;
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Not sure if it would be useful, but I found the Artstation for the lead artist at Ubisoft Montreal, [https://www.artstation.com/grassam Greg Rassam], who's got many pictures of their weapon assets. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:57, 7 April 2018 (EDT)&lt;br /&gt;
:It's kind of neat to look at, but I wouldn't really use those on the page because (a) they're watermarked and (b) they're high-poly models rather than the in-game assets. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:52, 7 April 2018 (EDT)&lt;br /&gt;
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== AR-C ==&lt;br /&gt;
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I don't understand why the description on the page seems to imply that it's some sort of frankenrifle. To me, it seems like it was obviously supposed to be some sort of fictional custom AR15 carbine build, rather than some sort of rifle &amp;quot;inspired&amp;quot; by the AR15. --[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 15:07, 14 April 2018 (EDT)&lt;br /&gt;
:The word &amp;quot;inspired&amp;quot; is only used with regard to how the receiver is put together, and that's because the rear part of the receiver doesn't seem to come together in quite the same way an AR upper and lower would. The name would lead people to think it's supposed to be an ACR, it does have some gross features of an ACR, but it has features an ACR wouldn't have but an AR would. It looks rather like someone who ''almost'' knew the mechanics of the AR tried to design an AR that looked like an ACR, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:41, 14 April 2018 (EDT)&lt;br /&gt;
::I think I see your point now about the receiver. For reference, [http://ar15barrels.com/tech/armalite-dpms4.jpg| this] is an example of a slanted AR10 upper on a more typical (DPMS) curved lower.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:57, 14 April 2018 (EDT)&lt;br /&gt;
::: I feel like the weapons designer took some inspiration from the [https://www.evike.com/products/45913| Mega Arms MKM Airsoft Rifle], other than the markings and rail system, the upper looks quite similar. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 00:36, 15 April 2018 (EDT)&lt;br /&gt;
::::I think I've got it:&lt;br /&gt;
::::[[Image:MATEN.jpg|thumb|none|600px|Mega Arms MATEN ambi billet upper and lower set - .308]]&lt;br /&gt;
::::[[Image:AR-C image.jpg|thumb|none|600px|&amp;quot;AR-C&amp;quot;]]&lt;br /&gt;
::::Obvious basis, though still not quite the same, can chalk that up to modelling error. Looks like they referenced the .308 MATEN for most of the receiver but copied the magwell from one of the company's 5.56mm lowers onto it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:23, 15 April 2018 (EDT)&lt;br /&gt;
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== Weird Weapons explanation found... ==&lt;br /&gt;
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Well, in a note somewhere in the game is stated that the cult got their guns from a dealer in South America (remember Longinus in the previous game?). While seems weird for US made guns, it does make sense for foreign guns like [[Baikal MP-133]] and the [[LPO-50]], that were sold by Longinus in Far Cry 4. Remember that he was so religious? Well, he just found a group of religious people like him, who just needed guns because wanted to kill people and commit atrocieties in peace. Also the guns that are unlocked by Resistance Points, this can be explained by the fact that the Cult's Leader are smart and maybe hidden the buyed guns in some stash/armory/whatever, and later found by the Resistance. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:24, 6 June 2018 (EDT)&lt;br /&gt;
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== Vietnam DLC has been released. ==&lt;br /&gt;
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New guns: M16A1, SVD, silenced CZ527, Mossberg 500, M60 Vietnam era model. The RPG Vietnam era model is usable in the DLC.&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 06:11, 6 June 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1189246</id>
		<title>Talk:Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1189246"/>
		<updated>2018-06-06T10:11:46Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Vietnam DLC has been released. */ new section&lt;/p&gt;
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&lt;div&gt;Looks like UbiSoft will be revealing the gameplay on Friday (May 26th) but, for now, they have released a teaser image. Looks like the game is set in Montana and the villains are a crazy, religious cult (Like the Westboro Baptist Church, I guess).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:42, 24 May 2017 (EDT)&lt;br /&gt;
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[[File:FarCry5_Teaser_Poster.jpg|thumb|none|500px|]]&lt;br /&gt;
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:Wonder if the enemies will all still be running around with AK-103s and P416s as they have been in the last two games...., also, I hope they paid the NFA tax on those short-barreled carbines or we'll be ATF simulator-ing that dog.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 24 May 2017 (EDT)&lt;br /&gt;
::I bet it'll be full auto weapons all around because Ubisoft, a French company with developers in Canada thinks every American is a white red neck with full auto M16s in their back yard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:::To be fair, a combination of black market usage, home gunsmithing/machining, and theft could net one a fair amount of fully-automatic weaponry (especially if, as seems to be the case here, the group in question effectively operates without any law enforcement supervision), but still, there have to be some limits. Full-auto converted AR-15 carbines and Luty-style SMGs I could understand; FAMASes and QLZ-87s, well, I'd be a fair bit less forgiving. Then again, this is Far Cry, so it's not exactly meant to make a whole lot of sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:27, 24 May 2017 (EDT)&lt;br /&gt;
::::Ubisoft just doesn't care all that much about realism and prefers to include cool guns in their games. I can't imagine the weapon set in Far Cry 5 will be any attempt at a political statement at all, though people will certainly take it as such given the new setting. It's gonna be a big amalgamation of different cool to use but ultimately probably not very realistic weapons. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:29, 25 May 2017 (EDT)&lt;br /&gt;
To be serious, aside from how this may be a dumb story plot, I do hope they use different weapon templates. I will be pissed if I see the same AK, POF 416, SIG and for the love of God, there better not be any FAMASs in this game set in America. Also, the image already confirmed RPGs...even though really no one can get them here [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:Nah, man, they're totally gonna keep reusing weapons from previous games. I mean, it's apparently not an Ubisoft game these days if it doesn't have the Far Cry 3 P416 model in it somewhere (I'm legit surprised they haven't thrown it into R6 Siege yet), plus there's all these other models from Watch_Dogs 2 and Wildlands just begging to be put into another game or two... [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:54, 25 May 2017 (EDT)&lt;br /&gt;
::in all seriousness though I would love at least a different AK model or something. This one's gonna be set in America, give us a 5.56mm AK. Wouldn't even need much work to turn the AK-103 model into a believable AK-101, I'd like to imagine. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:56, 25 May 2017 (EDT)&lt;br /&gt;
:::The P416 actually [http://cdn.edgecast.steamstatic.com/steam/apps/359550/header.jpg?t=1495046645 shows up] in the initial startup screen of Siege, lol. Also, there's no reason why an AK in America has to be 5.56; it just shouldn't be an AK-100 series since those aren't exactly imported in America (Arsenal SLR is probably the closest thing).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:43, 25 May 2017 (EDT)&lt;br /&gt;
I'm just hoping they're let you use more than 3 attachments in the single player.&lt;br /&gt;
:Honestly, it's not even the &amp;quot;3 attachment&amp;quot; trope that pisses me off the most, but it's the fact that Ubisoft actually locks some attachments to multiplayer only and you have to download a patch to be able to use them in SP. (Like the SPAS-12 suppressor and the SVD illuminated sight). Nobody even plays Far Cry multiplayer, so why even bother doing that??? --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:25, 25 May 2017 (EDT)&lt;br /&gt;
::On the subject of attachments, here's hoping that extended magazines actually change the weapon models now. Now, a lot of these changes that we hope for aren't likely, but hey, a man can dream. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:08, 25 May 2017 (EDT)&lt;br /&gt;
To be fair, the RPG-7 is one of few (common) reusable rocket launcher out there, so if they're gonna include any at all (which they will, because it's Far Cry, come on), is not a poor choice. The Desert Eagle and MP5 will also likely return, seeing as how they've been in every major Far Cry game to date. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:23, 25 May 2017 (EDT)&lt;br /&gt;
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I hope they really switch up the current Far Cry formula of &amp;quot;you must defeat le psychotic bad guy by capturing ALL the radio towers&amp;quot;, but knowing Ubisoft, probably not. Also, $50 on there being at least one Buford T. Justice caricature of a southern police officer. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:22, 25 May 2017 (EDT)&lt;br /&gt;
:Nice job out there! Only 5 more bell towers to go and you can buy an RPG from an unsuspecting gun store, because obviously that's how it works in America! --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:16, 25 May 2017 (EDT)&lt;br /&gt;
::They're going to set it in an Amish community, so all this will be new to them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:22, 25 May 2017 (EDT)&lt;br /&gt;
:::I can't find the pic, but someone did photoshop the image so it said Duck Dynasty 5 instead. That made me chuckle.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 01:02, 26 May 2017 (EDT)&lt;br /&gt;
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Grrrrhhh it will be a Far Cry 3/4 just with a different skin (hero join a La Resistânce group for defeat the Bad Guy/Guys)... they should had done something revolutionary like they did Far Cry 3. It didnt look the same to Far Cry 2, and if werent for the title you won't even assume they were same series...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:42, 29 May 2017 (EDT)&lt;br /&gt;
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Well I've pre-ordered my copy, based on the knowledge that /k/ will hunt me down and kill me if I don't screencap this. Let's just hope it doesn't have some godforsaken random multiplayer unlock system to stash weapons behind like the CoD games decided to have. And doesn't need me to grind for hours in a phone app to get one of the unique weapons, that would be nice too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:33, 25 March 2018 (EDT)&lt;br /&gt;
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== Trailer Dropped ==&lt;br /&gt;
Well, [https://www.youtube.com/watch?v=Kdaoe4hbMso UbiSoft] dropped the trailer and it looks good. In terms of weapons, I don't think I saw any from the previous games (thankfully), but I did see two shotguns I couldn't ID, what looks to be a PDW, an AK-74, and a VERY quick shot of a revolver. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:18, 26 May 2017 (EDT)&lt;br /&gt;
: Looks like there's a Remington 870 with wooden furniture as well, and another short-barreled &amp;quot;cruiser&amp;quot; pump-action with polymer furniture, Browning M2HBs on the technicals, a MAC-10/11. According to the Far Cry website, the game's AR-type gun is called the &amp;quot;AR-C&amp;quot;, and doesn't look to be based on any particular AR variant (that I know of), though the selector switch looks kind of like an HK's. The sawed-off &amp;quot;D2 Shotgun&amp;quot; from Far Cry 4 appears to be returning, but with a new model this time (thank god it's not the cut down Double Rifle.) Though this time around it looks like it was manufactured that way, seeing that it has front sights and a proper finish, making it technically not &amp;quot;sawed-off&amp;quot; at all. The 1911 is also back, and also has a new model. Looks to be an amalgamation of several M1911 variants (Springfield Armory, Kimber, etc.)   rather than a single one.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 16:44, 26 May 2017 (EDT)&lt;br /&gt;
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::I've never been particularly good at telling pump-action shotguns apart (unless it's a SPAS-12 or maybe an Ithaca they really all look nearly the same to me), but taking a close look at the shotgun in the trailer and comparing it to screenshots from Far Cry 4, I think it ''might'' possibly be the FC4 M133 model. Again. Damnit. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:15, 27 May 2017 (EDT)&lt;br /&gt;
:::If you watch the character trailers, you can see it's not the same model (it's especially clear at the end of the one set in the bar.) It's got a much longer barrel and a shorter magazine tube than the MP133. Which is good, because not only is reusing the models dumb, but the Baikal is also a pretty bad choice in rural America when you have the equally common and near-identical M870. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:09, 28 May 2017 (EDT)&lt;br /&gt;
::::Is the MP133 a copy of R870? From what I know, it's just further development of Baikal-81, which seems to be quite an independent development. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:30, 28 March 2018 (EDT)&lt;br /&gt;
::Here's an amalgamation of several trailers into one, giving some good shots of some of the weapons: https://www.youtube.com/watch?v=sxav5An1sAs    [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:53, 26 May 2017 (EDT)&lt;br /&gt;
Luckily Ubi decided to get it together and give most of the weapons new models this time around. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 02:27, 28 May 2017 (EDT)&lt;br /&gt;
::I think that the reason the AR and 1911 don't seem to be based on any particular model might be intended to reflect how people will custom build their AR's and 1911's rather than just buying a full one off the shelf A LOT nowadays, which is something I've been wanting to see in a game for a while.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:35, 28 May 2017 (EDT)&lt;br /&gt;
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== Gun Wishlist ==&lt;br /&gt;
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What do you folks want? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:24, 29 May 2017 (EDT)&lt;br /&gt;
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: Well already there appears to be some kind of high caliber lever gun from what I see from the trailer. Guide gun maybe? I'd love a Browning BLR, maybe a BAR Safri as a Hunting/Sniper Rifle too. I'm fully expecting some kind of AK as well, whether it be a video game mashup or maybe even a civi variant like a Romanian WASR converted for full auto, because I highly doubt FC5 will have fire controls for selective fire. Also expecting some more Revolvers too, although I'm hoping for a more traditional .357 revolver over the .44 Magnum. [[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 12:08, 29 May 2017 (EDT)&lt;br /&gt;
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:I'm just hoping we get a few of the &amp;quot;American classics&amp;quot; in there - Single Action Army, Thompson, M1 Garand, etc. Older American movie guns like the TEC-9, MP5A3, Winchester 1887, and Desert Eagle, all of which have been in FC games in the past, hopefully will reappear as well (some, like the MAC-10 are already confirmed.) --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:11, 29 May 2017 (EDT)&lt;br /&gt;
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:The Coonan, though that's probably hoping for too much, considering how obscure the damned thing is. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:17, 29 May 2017 (EDT)&lt;br /&gt;
::Aaaand cue this random guy listing off a bunch of stuff that's varying degrees of strange, and will never get into the game: A Ruger PMR-30, a Chiappa Rhino, literally anything made by Mateba, a COP 357, a Taurus Judge, a Thompson Center Contender, a Magnum Research BFR, a Remington XP-100, an Arsenal AF2011A1, an HK VP70M, a Ruger 10/22, with a 25-round BX-25 magazine and an aftermarket full-auto trigger pack (yes, those exist, and they are absolutely hilarious), an American-180, an AR-18, an M2 Carbine, an STGW-57, an Ithaca MAG-10 Roadblocker, a Chiappa Triple Threat, a DP-12, an SRM M1216, a K31 with an optional aftermarket scope mount, a Mossberg 464 SPX, a Hadar II, an HK SL8, the .700 Nitro side-by-side from FC4, a Kel-Tec RFB, a Lahti L-39, an M2 Flamethrower (to replace the jury-rigged LPO-50 from the earlier games), a Manville Gas Gun, a Gyrojet, a Hawk MM1... on one hand, listing off all these random-ass weapons makes me happy; on the other hand, realizing that they'll never be in this game (and, most likely, a fair amount of them won't be in many/any games at all) makes me sad. Yours truly dishonestly, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 29 May 2017 (EDT)&lt;br /&gt;
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:I'd kill for not the Colt Python, but its more obscure just-as-cool cousin the [[Colt Trooper Mk III]] ( 4in. blued is a must ). Pistols I would like would be the [[SIG P210]], a [[First Model CZ 75]], the [[AMC Auto Mag Pistol]], the [[Smith &amp;amp; Wesson 39]], and a [[Mauser HSc]]. The only other thing is to have a [[Federal Gas Riot Gun]] as a launcher. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:55, 29 May 2017 (EDT)&lt;br /&gt;
::An M9A3, Browning Hi Power, Glock 19, the Judge someone mentioned earlier, the M500 (because ''Far Cry''), and the M29 for handguns/magnums. A good old tried and true AR-15 as a basic rifle would be nice, along with the Mini-14 and maybe a full-size M14 for DMRs, the expected AK and M16 variants for assault rifles, an M1903 (ala ''Far Cry 2''), M1 (which you can upgrade into an M1-C), and some form of Barret rifle for snipers, the 870, Ithaca (with mods for making it a Stakeout), KSG, and some form of Armsel drum-fed shotgun for shotguns, and the tried and true M249, M60, and M2 for machine guns of various flavors. I'd also like to see the M79 come back from ''Far Cry 2'' because it adds such a new dynamic to gunplay. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:30, 29 May 2017 (EDT)&lt;br /&gt;
:::For the record, the M79 was also in ''Far Cry 4'', and it was awesome there too, I'd love for it to make another return. Personally, I'd also like to see a FAL of some variety (preferably a full-size model just so they at least have to put ''some'' work into it instead of just copying over the ''Future Soldier''/''Blacklist'' SA58 and calling it a day) and some more revolvers. Maybe a Charter Arms Bulldog, they could make the Signature version into the ''Blade Runner'' gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 00:34, 30 May 2017 (EDT)&lt;br /&gt;
::::If they do that, it needs to fire rifle rounds, ''a la'' ''Fallout New Vegas.''--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:52, 3 June 2017 (EDT)&lt;br /&gt;
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They should add civilian variants of military guns like the [[ARX-160|ARX-100]], the Texan-buiod [[MSBS]],[[SCAR-L]], the [[SIG-Sauer P320]] that is now standard of US Army,Glocks,[[SR-47]]...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:51, 30 May 2017 (EDT)&lt;br /&gt;
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I wish for an actual regular Glock. G17, or G19 and it isn't a full auto Glock as the default. Make the full auto Glock a special gun you get later. For handguns, an M&amp;amp;P series, maybe in .40 since your character will be a cop of sorts or LEO. For new gun flavors, I want to see the MPX, Scorpion Evo 3, MDR. Let's see some Kel-tec guns like their KSG, even though it isn't really a new hotness anymore or the RFB or the RDB. There are so many guns in America to choose from. I want to see an SKS or something [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:43, 30 May 2017 (EDT)&lt;br /&gt;
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Personally I'd love to see some factual basis for the guns in this game. Having the likes of say an ultimax or PKP say just doesn't fit. I'd also like say a Krebs or Rifle Dynamics AK. Both are good US made platforms and not seen in a VG before. Also ditch the staple weapons. No desert eagle, no P416, no AK103 variant. &lt;br /&gt;
A decent domestic AR15 variant would be nice as opposed to the standard M4/M16 we see from typical VG. Also add a glock, a SIG and a SCAR H/RFB instead of the ACE.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:26, 2 June 2017 (EDT)&lt;br /&gt;
:The Desert Eagle would make more sense in the American setting than any of the other Far Cry games, ironically enough. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:10, 2 June 2017 (EDT)&lt;br /&gt;
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The 2016 version would be awesome.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:11, 2 June 2017 (EDT)&lt;br /&gt;
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I wouldn't mind them bringing back the Tec-9. Add a MAC-10 with the big old suppressor would be cool. I seriously doubt a non-American company like Ubisoft to be aware of specific custom gun makers like Rifle Dynamics or Taran Tactical unless those companies reach out to Ubisoft to have their guns represented or someone on the design team reach out to them [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:56, 2 June 2017 (EDT)&lt;br /&gt;
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Mac-10 in place of tec9 from FC4 wold be nice with the huge suppressor as the signiture edition. With regards to desert eagle, its really accurate but for me its an overused hollywood wonder weapon bit like Glock 18. I'd prefer a nice S&amp;amp;W or Colt revolver in the classic VG &amp;quot;hand cannon&amp;quot; slot instead. With regards to RD, Krebs, or TT I am sure Ubisoft have google? Activision seems to make great use of it for their weapon choses. It was my personal wishlist hence the addition of an american based AK designer. If they wanted an authentic setting rather than just re-use guns from R6 siege and watch dogs then perhaps they could have done some research? I do love Ubisoft but they are definitely following the COD rinse and repeat when it comes to firearms. A classic 1911 would be nice perhaps with the back story that it was the main characters Grandads piece from WW2. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:24, 2 June 2017 (EDT)&lt;br /&gt;
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== Screenshots ==&lt;br /&gt;
https://postimg.org/image/jatr0x2id/ &amp;amp; https://postimg.org/image/hkapzfkz9/&lt;br /&gt;
&lt;br /&gt;
Ubisoft uploaded a few screenshots to their website, these are high def variants. They look doctored to me, but assuming this is anything like what the game will be (ha ha), there are a few things that stick out: the WW2 plane in the second image is definitely a frankenplane, a bastard child of a Ju 87 and Bf 109 by the looks of it. It looks like the rear facing MG15 has been replaced by a Browning M2, or maybe an AN/M2 (something I'm okay with, because an actual firing MG15 would make very little sense.) Also, in the first image, you can see the ally on the right has an AR-type that's very similar to the one the player &amp;amp; enemies are holding, but it's a longer-barreled variant and has a custom paint job (and no sights at all, ugh.) This, combined with the fact that there are even more AR-types shown in promo images or trailers makes me think that weapon customization will actually be somewhat extensive in this game, rather than the &amp;quot;two attachments per gun&amp;quot; thing Far Cry 3 &amp;amp; 4 had going. It COULD just be a signature rifle or something, but I'm willing to bet it might be more. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 11:44, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I can already tell the AR has the front sight on backwards...like the last game. The rail kinda reminds me of Daniel Defense's new M-Lok rail [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:57, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== E3 footage ==&lt;br /&gt;
&lt;br /&gt;
There's a revolver, AR-15-based assault and sniper rifles, a shotgun, an AK, and several pistols from what I can see: https://www.youtube.com/watch?v=YNbtgJreV80 --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:01, 12 June 2017 (EDT)&lt;br /&gt;
:No video anymore, it's been taken down. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 23:02, 12 June 2017 (EDT)&lt;br /&gt;
::https://www.youtube.com/watch?v=WX_h8rneDxU Pretty sure this is the same video as the one taken down.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:36, 13 June 2017 (EDT)&lt;br /&gt;
: Said sniper rifle has a telescoping that's fully retracted. What exactly did the developers think the lever was for? --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 04:08, 13 June 2017 (EDT)&lt;br /&gt;
: Well, the chick shooting it does look kinda short, maybe it sits better on her shoulder like that. I mean, that ''is'' the idea behind adjustable stocks after all. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 04:44, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sad News... ==&lt;br /&gt;
&lt;br /&gt;
New firearms confirmed are : Fabarm FP6,M4A1(yeah),M11A1 variant,MBP.50 (high caliber rifle).&lt;br /&gt;
Sad News?&lt;br /&gt;
&lt;br /&gt;
Suspance...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another bit..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of them are recycled. So we get the usual arsenal. AGAIN. So pissed.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:11, 12 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Where did you get any of this information? I haven't seen anything recycled thus far, except for the Vz.61 Skorpion on the game's expanded cover which is clearly the same as the one in Ghost Recon: Wildlands (or at least rendered the same.) But even that doesn't confirm it'll be ingame that way, or in the game at all for that matter. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 10:18, 22 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I get it on the wikia.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:09, 4 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: The Far Cry wiki is poorly maintained and none of the recycled guns listed there are sourced, nor have they appeared in any promo material I could find. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:40, 17 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_car_293319.jpg&lt;br /&gt;
I can't figure out what the hell the gun in the technical is, though it kinda looks like an M60D, and the guy in the Mustang has what looks like a FABARM with wood furniture and rifle sights.&lt;br /&gt;
&lt;br /&gt;
https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_coop_293329.jpg&lt;br /&gt;
That looks like the original 9mm MAC-10, and the guys on the ground are probably using the AR-C they mentioned earlier.&lt;br /&gt;
&lt;br /&gt;
https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_dog_293337.jpg&lt;br /&gt;
Once again, the AR-C and a guy with only one kneecap.&lt;br /&gt;
&lt;br /&gt;
https://ubistatic19-a.akamaihd.net/ubicomstatic/en-US/global/media/FC5_Screenshot_E3_cult_293335.jpg&lt;br /&gt;
And the M1911 again, I thought it had a tan frame, but that's just the lightning.&lt;br /&gt;
&lt;br /&gt;
Question, since the trailer dropped already, shouldn't we make the page and not just stick around here? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:30, 1 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon classifications  ==&lt;br /&gt;
&lt;br /&gt;
Is it accurate to list machine pistols as SMGs and the flamethrower as a launcher? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:31, 24 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:The Skorpion is called an SMG as often as it's called a machine pistol, and a flamethrower is a launcher. It launches flames. More to the point flamethrowers usually get put in launchers because it's rare for there to be more than one of them in a given work so giving them their own category is a bit silly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:46, 24 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure,I can see how the Skorpion qualifies but not the MAC. I don't see any reason why flamethrowercan't be categorised as&amp;quot;other&amp;quot;. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:52, 24 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:::MAC-10 is also classified as an SMG at least as often as it's called a machine pistol. SMG at least benefits from having a real definition (pistol calibre automatic) while with machine pistol once you get outside auto versions of actual pistols you're left spinning in the wind mumbling about form factors. And every other Far Cry page lists the flamethrower under launchers, it's something of a standard. I don't think it's worth fretting over. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:05, 24 December 2017 (EST)&lt;br /&gt;
::::Well as far as I can tell an SMG is an automatic or select fire weapon with a carbine length barrel and chambered ina pistol cartridge. That description doesn't fit either gun. Also I still think it's wrong to list a flamethrower as a launcher. I can't be the only one who thinks it's bizarre that liquid propellants and rockets are the same according to this page. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 16:50, 24 December 2017 (EST)&lt;br /&gt;
:::::Naw, that definition doesn't work because there's some SMGs that ''don't'' have carbine-length barrels: for example, the TDI Vector's barrel is only 5.5 in, only half an inch longer than an M1911's, while an MP5K's barrel is ''shorter'' than an M1911's at 4.5 in, which is the same length as a Skorpion's and 0.01 in longer than a MAC-10's. [[Kedr PP-91]] only has a 4.7 inch barrel, too.&lt;br /&gt;
:::::The LPO-50 specifically is a weapon that uses an explosive charge to fire, so is basically a gun that happens to fire a projectile that's liquid. Calling it a launcher is actually completely accurate to how it operates. Also as I said, it's not really worth worrying about. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:02, 24 December 2017 (EST)&lt;br /&gt;
:::::: Bah, we've long rolled machine pistols into SMG categories with a few exceptions those being the rather few automatic variants of otherwise semiauto-only pistol model-groups (Glock, Beretta, CZ). MAC-10/11, Skorpions, Mini/Micro Uzi, etc are not related to sidearm-vein handguns and thus they fill more a SMG aesthetic while still also meeting all the other criteria (pistol caliber, select fire, and many have folding or detachable stocks allowing them to be technically 'shoulder fired'). Barrel length is rather irrelevant as Tim pointed out - I'll add that longer barreled guns like the Calicos and the earliest 'sub' guns are likewise listed as SMGs as they meet the other requirements while having barrel lengths as long as many rifles. An aside, I'm not seeing the difference between Skorpions and MACs in this discussion at all. Anyway, all-told yes it is.. if not 'accurate', then certainly not improper to categorize them as such. The alternative is come up with a 'machine pistol' category which really just opens up another can of worms. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; As for the flamethrower, that is even less of a question mark, since as ET noted, it is indeed technically a launcher that propels flame instead of grenades or rockets. What it propels is rather irrelevant in this regard. I'd put gas dischargers under the same, also. Anyway, no one is saying they're the &amp;quot;same&amp;quot;, just that they share some similar characteristics enough to be grouped together. A Blunderbuss and a AA-12 are certainly not the same except for the single fact they both fire shot - which is enough to categorize them both in one section. Now while I grant flamethrowers are generally put in 'other' sections in many other pages, those pages also don't diversify into explosives and launchers as is done here - hand grenades and rocket launchers would be lumped with them. That and the 'other' section is already used for another purpose it seems - it would be bizarre to do it that way here by my reckoning. Now I suppose the launchers and explosives could all be lumped together into an 'other' section while the existing other with the listing about the cover weapons could be renamed 'special' or something. But as said, this is part of a series with this one weapon listed a certain way and I would lean to keeping it so for the sake of consistency among the set, especially when it's not improperly listed otherwise. Bottom-line, I more agree with Tim in that this ain't worth making a stink about - and this coming from someone who has made stinks about things of this sort in the past. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:27, 24 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible lever gun in trailer  ==&lt;br /&gt;
&lt;br /&gt;
At around 43 seconds in the Announcement Trailer you can someone hunting a deer with what appears to be some sort of lever action rifle, though you can't see a lever so it might be a semi-auto sporting rifle. If someone can ID this should it be added? I don't think it's gameplay footage so I'm not sure if this counts. Also, I hate to bring up categories again but if this gun is in the game then the categories need a small overhaul. It's not really a sniper and it certainty isn't an AR. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 11:06, 28 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marlin 1895 ==&lt;br /&gt;
&lt;br /&gt;
What makes this a &amp;quot;Sniper Rifle&amp;quot;? You can tell from my post history that I am a bit pedantic but I don't see how an unscoped lever action rifle qualifies as a sniper. Has this just been categorised as such for simplicity's sake or am I missing something here? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 19:45, 9 March 2018 (EST)&lt;br /&gt;
:I think it’s classified as so in game and can mount the sniper scopes, so that’s the reason.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:50, 9 March 2018 (EST)&lt;br /&gt;
:If it's in the sniper rifles category in the game it's probably treated as one in terms of things like the ammo it uses and the upgrades it gets. It's probably just that the low-tier sniper rifles don't come with a scope by default. Might change it to &amp;quot;Sniper / Marksman Rifles&amp;quot; I suppose. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:04, 10 March 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moved ==&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in the perk menu and in the game files as the &amp;quot;M9.&amp;quot; Its appearance in game is as of yet unconfirmed.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|400px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appeared in pre-release media and in the game files as the &amp;quot;Luger.&amp;quot; Its appearance in game is as of yet unconfirmed.&lt;br /&gt;
[[Image:Luger.jpg|thumb|none|400px|Luger P08 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
I'll take a look for some evidence of these later, but if it's just finding names in the game files that's not worth including. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:03, 28 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Click sounds ==&lt;br /&gt;
&lt;br /&gt;
Can somebody explain to me why some games such as this one and CS:GO have those ANNOYING empty click-like sounds simultaneously with each round that you fire, when your magazine is almost empty? (no matter if your weapon is full-auto or bolt-action) CoD WWII has also has this, albeit on the last round only. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:09, 29 March 2018 (EDT)&lt;br /&gt;
:It's supposed to help you keep track of your remaining ammo since the HUD element for the ammo counter is so small, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 29 March 2018 (EDT)&lt;br /&gt;
::I had it in my mind that it's for this reason, but if it's merely for this one it's stupid (not to mention that the HUD is still visible in these games), and as I've said, really annoying (and loud compared to the firing sound), especially on automatic weapons. Now on the opposite end of the scale, I somehow remembered Operation Black Mesa, which was supposed to come out as a remake for Half-Life: Opposing Force, and where apparently there wouldn't have been any HUD at all, so you'd have your character check the chamber before reloading. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 29 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lackluster gun selection ==&lt;br /&gt;
&lt;br /&gt;
I was honestly hoping for more stuff and weird that not a single American made shotgun. Was hoping for the MDR or UMP, or other variants of M4s or something. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:34, 29 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope (County) that there will be &amp;quot;DLC&amp;quot;s like in [[GTA V]] or [[Ghost Recon: Wildlands]]. In this times game are rarely released full finished. But yeah you are right. For my opinion they should take off the &amp;quot;Prestige&amp;quot; variants and replace them with completely different guns. The U.S. of A. are the lands of guns! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:48, 30 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1911 ==&lt;br /&gt;
&lt;br /&gt;
I don't think the 1911 is based on any S&amp;amp;W model as the in-game gun has no external extractor, as all SW1911s have. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:57, 4 April 2018 (EDT)&lt;br /&gt;
:They probably just forgot to put it there, like the belt box on the M60. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:34, 4 April 2018 (EDT)&lt;br /&gt;
:: I feel like they went with a different model of Kimber for the 1911, other then the front serrations, it reminds me a lot of the Kimber Two Tone. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 22:59, 4 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ArtStation for Lead Artist ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it would be useful, but I found the Artstation for the lead artist at Ubisoft Montreal, [https://www.artstation.com/grassam Greg Rassam], who's got many pictures of their weapon assets. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:57, 7 April 2018 (EDT)&lt;br /&gt;
:It's kind of neat to look at, but I wouldn't really use those on the page because (a) they're watermarked and (b) they're high-poly models rather than the in-game assets. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:52, 7 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-C ==&lt;br /&gt;
&lt;br /&gt;
I don't understand why the description on the page seems to imply that it's some sort of frankenrifle. To me, it seems like it was obviously supposed to be some sort of fictional custom AR15 carbine build, rather than some sort of rifle &amp;quot;inspired&amp;quot; by the AR15. --[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 15:07, 14 April 2018 (EDT)&lt;br /&gt;
:The word &amp;quot;inspired&amp;quot; is only used with regard to how the receiver is put together, and that's because the rear part of the receiver doesn't seem to come together in quite the same way an AR upper and lower would. The name would lead people to think it's supposed to be an ACR, it does have some gross features of an ACR, but it has features an ACR wouldn't have but an AR would. It looks rather like someone who ''almost'' knew the mechanics of the AR tried to design an AR that looked like an ACR, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:41, 14 April 2018 (EDT)&lt;br /&gt;
::I think I see your point now about the receiver. For reference, [http://ar15barrels.com/tech/armalite-dpms4.jpg| this] is an example of a slanted AR10 upper on a more typical (DPMS) curved lower.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:57, 14 April 2018 (EDT)&lt;br /&gt;
::: I feel like the weapons designer took some inspiration from the [https://www.evike.com/products/45913| Mega Arms MKM Airsoft Rifle], other than the markings and rail system, the upper looks quite similar. [[User:Bristow8411|Bristow8411]] ([[User talk:Bristow8411|talk]]) 00:36, 15 April 2018 (EDT)&lt;br /&gt;
::::I think I've got it:&lt;br /&gt;
::::[[Image:MATEN.jpg|thumb|none|600px|Mega Arms MATEN ambi billet upper and lower set - .308]]&lt;br /&gt;
::::[[Image:AR-C image.jpg|thumb|none|600px|&amp;quot;AR-C&amp;quot;]]&lt;br /&gt;
::::Obvious basis, though still not quite the same, can chalk that up to modelling error. Looks like they referenced the .308 MATEN for most of the receiver but copied the magwell from one of the company's 5.56mm lowers onto it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:23, 15 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RPG ==&lt;br /&gt;
&lt;br /&gt;
the old far cry 4 RPG model can be found at the collapsed tunnel down the road from the lamb of God church in Holland valley.&lt;br /&gt;
[[User:Cpl. Imlay|Cpl. Imlay]] ([[User talk:Cpl. Imlay|talk]]) 12:53, 18 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weird Weapons explanation found... ==&lt;br /&gt;
&lt;br /&gt;
Well, in a note somewhere in the game is stated that the cult got their guns from a dealer in South America (remember Longinus in the previous game?). While seems weird for US made guns, it does make sense for foreign guns like [[Baikal MP-133]] and the [[LPO-50]], that were sold by Longinus in Far Cry 4. Remember that he was so religious? Well, he just found a group of religious people like him, who just needed guns because wanted to kill people and commit atrocieties in peace. Also the guns that are unlocked by Resistance Points, this can be explained by the fact that the Cult's Leader are smart and maybe hidden the buyed guns in some stash/armory/whatever, and later found by the Resistance. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:24, 6 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vietnam DLC has been released. ==&lt;br /&gt;
&lt;br /&gt;
New guns: M16A1, SVD, silenced CZ527, Mossberg 500, M60 Vietnam era model. The RPG Vietnam era model is usable in the DLC.&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 06:11, 6 June 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mobile_Suit_Gundam:_The_Origin&amp;diff=1187851</id>
		<title>Mobile Suit Gundam: The Origin</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mobile_Suit_Gundam:_The_Origin&amp;diff=1187851"/>
		<updated>2018-05-30T06:01:17Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MSGO BR cover.jpg|thumb|right|400px|Mobile Suit Gundam: The Origin I (2015 - 16).]]&lt;br /&gt;
[[File:MSGO BR II cover.jpg|thumb|right|400px|Mobile Suit Gundam: The Origin II.]]&lt;br /&gt;
[[File:MSGO BR III cover.jpg|thumb|right|400px|Mobile Suit Gundam: The Origin III.]]&lt;br /&gt;
[[File:MSGO BR IV cover.jpg|thumb|right|400px|Mobile Suit Gundam: The Origin IV.]]&lt;br /&gt;
[[File:MSGO BR V cover.jpg|thumb|right|400px|Mobile Suit Gundam: The Origin V.]]&lt;br /&gt;
&lt;br /&gt;
{{unknown}}&lt;br /&gt;
&lt;br /&gt;
{{OVA Title|Mobile Suit Gundam: The Origin}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Earth Federation Force Standard Issue Pistol==&lt;br /&gt;
The Earth Federation Force Standard Issue Pistol is used by Earth Federation military forces as their standard sidearm. One of Jimba Ral's aides brandishes one after Kycilia Zabi shows up at the Ral family mansion in the middle of &amp;quot;Blue-Eyed Casval&amp;quot;. One of the Mass family guards uses it, but doesn't use it since he was shot dead in &amp;quot;Artesia's Sorrow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M71A1.JPG|thumb|none|400px|Airsoft replica of the Earth Federation Force Standard Issue Pistol as seen in the ''Gundam'' franchise. This is a conversion kit for the Maruzen PPK/S airsoft gun.]]&lt;br /&gt;
[[File:MSGO M01 04.jpg|thumb|none|600px|One of Jimba's aides brandishes the M71A1 after he hears loud noises of fighting outside his office in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M01 03.jpg|thumb|none|600px|A bribed Earth Federation Space Force soldier threatens Crowley Hamon with his sidearm in the &amp;quot;borrowed&amp;quot; Guntank.]]&lt;br /&gt;
[[File:MSGO M02 02.jpg|thumb|none|600px|A Mass family guard is shot by armed assassins during the raid in &amp;quot;Artesia's Sorrow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM (Modified)==&lt;br /&gt;
Kycilia Zabi fires a modified High Standard HDM pistol as her sidearm in &amp;quot;Blue-Eyed Casval&amp;quot;. The pistol's grip and slide (partially) is used with the barrel slightly different.&lt;br /&gt;
&lt;br /&gt;
[[File:HiStandardHD.jpg|thumb|none|300px|High Standard HD Model for comparison (standard factory barrel, no suppressor) - .22 LR]]&lt;br /&gt;
[[File:MSGO M01 15.jpg|thumb|none|600px|Kycilia fires her sidearm to &amp;quot;announce&amp;quot; her presence.]]&lt;br /&gt;
[[File:MSGO M01 16.jpg|thumb|none|600px|Stay classy, Kycilia.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M03 25.jpg|thumb|none|600px|Zeon Space Defense Minstry Academy cadet Zenna Mia aims the pistol at future husband Dozle Zabi. Which is one heck of a story to the kids...]]&lt;br /&gt;
[[File:MSGO M03 26.jpg|thumb|none|600px|Closeup of the pistol as Dozle tries to disarm Zenna.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
The [[Colt 1851 Navy]] is seen in &amp;quot;Dawn of Rebellion&amp;quot; when it was seized by a Texas Colony spaceport customs officer.&lt;br /&gt;
&lt;br /&gt;
[[File:Denix Colt Navy.jpg|thumb|none|400px|Denix Colt 1851 Navy replica]]&lt;br /&gt;
[[File:MSGO M03 08.jpg|thumb|none|600px|The spaceport customs officer seizes the 1851 Navy in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 09.jpg|thumb|none|600px|The ''actual'' Char Aznable panics when the revolver is shown to him. Casval doesn't seem fazed by it.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
A Smith &amp;amp; Wesson Model 36 is seen with Jimba Ral in the middle of the OVA movie &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WChiefSpecialSquareButt.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 36 with square butt - .38 Special.]]&lt;br /&gt;
[[File:MSGO M01 00.jpg|thumb|none|600px|Jimba brandishing the Model 36 after Ramba sees him in his panic room in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M01 01.jpg|thumb|none|600px|Another shot of the Model 36 held in Jimba's right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Fictional Submachine Gun==&lt;br /&gt;
A fictional submachine gun based on the MP5K prototype is seen used by Zabi-controlled security forces and with some pro-Zabi factions near the end of &amp;quot;Blue-Eyed Casval&amp;quot;. Assassins use them during the raid on the Mass family residence in &amp;quot;Artesia's Sorrow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K prototype]]&lt;br /&gt;
[[File:MSGO M01 18.jpg|thumb|none|600px|An armed Zabi demonstrator confronts a drunk in an alley.]]&lt;br /&gt;
[[File:MSGO M01 17.jpg|thumb|none|600px|Kycilia confronts Ramba and Hamon at the Munzo spaceport with Munzo State Security Police.]]&lt;br /&gt;
[[File:MSGO M02 01.jpg|thumb|none|600px|An assassin jumps over the castle walls in &amp;quot;Artesia's Sorrow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
A [[MP40]] is used by an assassin in a raid on the Mass family residence in &amp;quot;Artesia's Sorrow&amp;quot;. The original barrel is drawn as a gas tube and there is a new barrel added underneath.&lt;br /&gt;
&lt;br /&gt;
[[File:MGCMP40.jpg|thumb|none|400px|MGC replica MP40 converted to fire 9x19mm blanks]]&lt;br /&gt;
[[File:MSGO M02 04.jpg|thumb|none|600px|An assassin runs towards the main hall in &amp;quot;Artesia's Sorrow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
At least a couple of AK-47s are seen among the small arms stockpiled by Jimba Ral in the middle of &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-47 type II Part DM.jpg|thumb|none|400px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MSGO M01 00.jpg|thumb|none|600px|The AK-47 placed next to jerry cans in his panic room in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M01 05.jpg|thumb|none|600px|Another shot of an AK-47 next to a RPG-7. Ignore Ramba's angry face at his paranoid father.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16==&lt;br /&gt;
A Colt M16 that appears to be poorly rendered is seen among the small arms stockpiled by Jimba Ral in the middle of &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM16E1 WeWereSoldiers.jpg|thumb|500px|none|Currently seen Mockup of an XM16E1 (built from an M16A1 as the base) with 20 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[File:MSGO M01 05.jpg|thumb|none|600px|The M16 as seen on an assault rifle box on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M72A1==&lt;br /&gt;
The Colt M7A1 is used by the Earth Federation military as its standard assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M72A1.jpg|thumb|none|400px|Colt M72A1 assault rifle - 4.8mm caliber.]]&lt;br /&gt;
[[Image:Sa80-l85a1.jpg|thumb|none|400px|L85A1 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:MSGO M03 10.jpg|thumb|none|600px|EFSF soldiers charge towards pro-Zeon independence demonstrators in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 12.jpg|thumb|none|600px|EFSF soldiers ''respond'' to the demonstrators by firing at them, setting off a stampede.]]&lt;br /&gt;
[[File:MSGO M03 14.jpg|thumb|none|600px|EFSF soldiers on guard duty when the command center is hit by mortar fire.]]&lt;br /&gt;
[[File:MSGO M03 15.jpg|thumb|none|600px|A gun rack with loaded M72A1s.]]&lt;br /&gt;
[[File:MSGO M03 13.jpg|thumb|none|600px|Good closeup of the M72A1 fired by a EFSF soldier during the attack on EFSF Guardian Banchi.]]&lt;br /&gt;
&lt;br /&gt;
==Bullpup Assault Rifle==&lt;br /&gt;
A Bullpup Assault Rifle is seen used by a pro-Zabi demonstrator during riots in Munzo in the middle of &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M01 14.jpg|thumb|none|600px|The demonstrator shows his support for the Zabis by firing his assault rifle. Note that it has some features taken from the DIO KH 2002.]]&lt;br /&gt;
&lt;br /&gt;
==Munzo Defense Force Assault Rifle==&lt;br /&gt;
A fictional assault rifle is seen in the hands of MDF soldiers as their main assault rifle. The same rifle is seen in other depictions of the One Year War as the main infantry gun for Zeon forces. One is stockpiled by Jimba Ral in the middle of &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M01 10.jpg|thumb|none|600px|On the left side, you can see the assault rifle stockpiled on the side.]]&lt;br /&gt;
[[File:MSGO M01 11.jpg|thumb|none|600px|A MDF soldier panics after seeing the Guntank breach Zeon Zum Deikun's residence in Munzo.]]&lt;br /&gt;
[[File:MSGO M02 03.jpg|thumb|none|600px|An assassin opens fire at armed Mass family guards in &amp;quot;Artesia's Sorrow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Assault Rifle==&lt;br /&gt;
A hybrid assault rifle, combining features from the CETME Model L and the SIG SG 550 are used in &amp;quot;Dawn of Rebellion&amp;quot; by ZSDMA cadets in &amp;quot;Dawn of Rebellion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme Model L.jpg|thumb|400px|none|CETME Model L with round handguard - 5.56x45mm]]&lt;br /&gt;
[[File:SIG550.jpg|thumb|400px|none|SIG SG 550 assault rifle - 5.56x45mm]]&lt;br /&gt;
[[File:MSGO M03 18.jpg|thumb|none|600px|ZSDMA cadet and future Zeon military leader Garma Zabi treks the mountains while carrying the Model L in a rainstorm in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 19.jpg|thumb|none|600px|ZSDMA cadet Lino Fernandez ports the assault rifle while sneaking around a mock EFSF base during a wargame scenario. Note the pink magazine to indicate that it's using non-lethal paintball ammo.]]&lt;br /&gt;
[[File:MSGO M03 20.jpg|thumb|none|600px|Casval, now using Char's name, takes cover during a sneaking op.]]&lt;br /&gt;
[[File:MSGO M03 05.jpg|thumb|none|600px|ZSDMA APCs provide support fire to rogue cadets, now firing live ammo at EFSF soldiers, during the siege at Guardian Banchi.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==M14 Rifle==&lt;br /&gt;
A [[M14 Rifle]] is used in &amp;quot;Dawn of Rebellion&amp;quot; by a pro-Zeon independence fighter.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MSGO M03 17.jpg|thumb|none|600px|The pro-Zeon fighter opens fire at EFSF soldiers in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
Several [[Winchester Model 1873]]s are seen hanging on the wall of a cowboy-themed bar/restaurant inside the Texas Colony near the end of &amp;quot;Artesia's Sorrow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uberti_1873_Carbine.jpg|thumb|none|400px|Winchester Model 1873 Carbine - .44-40 Winchester.]]&lt;br /&gt;
[[File:MSGO M02 00.jpg|thumb|none|600px|The 1873 repeater rifle on the wall inside a gun frame in &amp;quot;Artesia's Sorrow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1912==&lt;br /&gt;
What appears to be a Winchester Model 1912 is used n &amp;quot;Dawn of Rebellion&amp;quot; by a pro-Zeon independence fighter.&lt;br /&gt;
&lt;br /&gt;
[[Image:WinchesterModel12Riot.jpg|thumb|none|500px|Winchester Model 1912 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:MSGO M03 17.jpg|thumb|none|600px|The pro-Zeon fighter opens fire at EFSF soldiers in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Browning M2HBs are seen with EF military and MDF vehicles as the standard heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG.]]&lt;br /&gt;
[[File:MSGO M01 20.jpg|thumb|none|600px|MDF M62 4x4s seen with M2HBs mounted on top with MDF soldiers on close protection duties in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M01 19.jpg|thumb|none|600px|Browning M2HBs mounted on top of EFSF Type 61 Model 2 MBTs and a M62 4x4.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 chaingun==&lt;br /&gt;
The Bushmaster M242 chaingun is used on ZSDMA 8x8 APCs in &amp;quot;Dawn of Rebellion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:M242 Cannon.jpg|thumb|none|500px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MSGO M03 03.jpg|thumb|none|600px|A ZSDMA APC struck by a paint round during a wargame scenario in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 04.jpg|thumb|none|600px|ZSDMA APCs driven by rogue third year academy cadets drive off from the campus' motor pool.]]&lt;br /&gt;
[[File:MSGO M03 05.jpg|thumb|none|600px|ZSDMA APCs provide support fire during the siege at Guardian Banchi.]]&lt;br /&gt;
[[File:MSGO M03 06.jpg|thumb|none|600px|The M242 chaingun fired at a EFSF soldier during the siege.]]&lt;br /&gt;
&lt;br /&gt;
==M-299==&lt;br /&gt;
A M-299 light machine gun is used by the EF military and by the MDF as their standard light machine gun, being based visually on the FN Minimi. Ramba Ral briefly uses it in an attempt to drive away pro-Zabi demonstrators approaching the Deikun limousine at the start of &amp;quot;Blue-Eyed Casval&amp;quot;. A couple are seen stockpiled in Jimba Ral's panic room in the same OVA.&lt;br /&gt;
&lt;br /&gt;
[[File:M-299 LMG.jpg|thumb|none|600px|M-299 light machine gun. Note that most of its features are based on the Minimi series. The stock is shaped differently from the Minimi.]]&lt;br /&gt;
[[Image:Minimi Standard 5.56 (2012).jpg|thumb|none|400px|FN Minimi Standard - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M01 12.jpg|thumb|none|600px|MDF soldiers on honor guard duty outside the cathedral during Zeon Zum Deikun's funeral with M-299s mounted on M62 armored buses.]]&lt;br /&gt;
[[File:MSGO M01 06.jpg|thumb|none|600px|Ramba fires the light machine gun into the air to disperse pro-Zabi demonstrators. Note that he's holding the bipod to use it like a foregrip.]]&lt;br /&gt;
[[File:MSGO M01 07.jpg|thumb|none|600px|A good closeup of the LMG as the demonstrators surround Ramba's armored car. Take note of the holes in the foregrip.]]&lt;br /&gt;
[[File:MSGO M01 09.jpg|thumb|none|600px|In this shot, you can see a partial image of the LMG's buttstock.]]&lt;br /&gt;
[[File:MSGO M01 08.jpg|thumb|none|600px|Ramba relieved after the siege was over.]]&lt;br /&gt;
[[File:MSGO M01 10.jpg|thumb|none|600px|On the right side, you can see a couple of Minimis stockpiled on the side.]]&lt;br /&gt;
[[File:MSGO M01 21.jpg|thumb|none|600px|You can see the M-299 mounted on top of the M62 bus as Ramba's convoy &amp;quot;gets&amp;quot; into an accident.]]&lt;br /&gt;
&lt;br /&gt;
===Pintle-Mount Version===&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M01 13.jpg|thumb|none|600px|A possible pintle-mount version of the M-299 on top of Ramba's armored car in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 23.jpg|thumb|none|600px|A EFSF Type 61 MBT is seen with the pintle-mounted M-299 in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 24.jpg|thumb|none|600px|Closeup of the spade grips, AA sight and cocking handle.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
A RPG-7 is seen among the small arms stockpiled by Jimba Ral in his panic room in the middle of &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MSGO M01 05.jpg|thumb|none|600px|The loaded RPG-7 next to an AK-47.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Recoilless Rifle==&lt;br /&gt;
A fictional recoilless rifle is used by rogue ZSDMA cadets in &amp;quot;Dawn of Rebellion&amp;quot; during the attack on Guardian Banchi.&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M03 21.jpg|thumb|none|600px|A rogue ZSDMA cadet shoulders the RR in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 22.jpg|thumb|none|600px|Char gives the command to fire at incoming Type 61 MBTs.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==M26 grenade==&lt;br /&gt;
A M26 grenade is seen on a wooden desk next to a Mk. 2 grenade in Jimba Ral's panic room and in the hands of a pro-Zabi demonstrator in &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|300px|M26 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:MSGO M01 00.jpg|thumb|none|600px|The unprimed M26 grenade on the desk in Jimba's panic room in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M01 02.jpg|thumb|none|600px|A pro-Zabi demonstrator shows off a M26 grenade during riots in Munzo.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 grenade==&lt;br /&gt;
A Mk. 2 grenade is seen on a wooden desk next to a M26 grenade in Jimba Ral's panic room in &amp;quot;Blue-Eyed Casval&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2 HE.jpg|thumb|none|200px|Mk. 2 hand grenade.]]&lt;br /&gt;
[[File:MSGO M01 00.jpg|thumb|none|600px|The umprimed Mk. 2 grenade on the desk in Jimba's panic room in &amp;quot;Blue-Eyed Casval&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
A M84 stun grenade is used by Lino in &amp;quot;Dawn of Rebellion&amp;quot; when Char gives it to him to help him hijack a EFSF Type 61 MBT.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade.]]&lt;br /&gt;
[[File:MSGO M03 00.jpg|thumb|none|600px|Char hands Lino the M84 in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
[[File:MSGO M03 01.jpg|thumb|none|600px|Lino accepts the stun grenade.]]&lt;br /&gt;
[[File:MSGO M03 02.jpg|thumb|none|600px|Lino preps the primed M84 to be thrown to the Type 61's open hatch.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
&lt;br /&gt;
==Unknown Gas Guns==&lt;br /&gt;
Gas guns loaded with smoke rounds are used by EFSF soldiers in &amp;quot;Dawn of Rebellion&amp;quot; to suppress a growing pro-Zeon demonstration.&lt;br /&gt;
&lt;br /&gt;
[[File:MSGO M03 16.jpg|thumb|none|600px|EFSF soldiers open fire at pro-Zeon demonstrators in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mines=&lt;br /&gt;
&lt;br /&gt;
==M18 Claymore==&lt;br /&gt;
A M18 Claymore is used in &amp;quot;Dawn of Rebellion&amp;quot; during the siege at Guardian Banchi. It's operated to detonate via laser trap, which exploded after EFSF soldiers ran out of the barrack entrances.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MSGO M03 07.jpg|thumb|none|600px|A Claymore with the laser beam switched on in &amp;quot;Dawn of Rebellion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
{{Gundam Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1145990</id>
		<title>Call of Duty: Infinite Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1145990"/>
		<updated>2017-12-12T13:26:31Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* &amp;quot;X-Eon&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Infinite Warfare&lt;br /&gt;
|picture=CoDIW-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2016&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;EMC&amp;quot;==&lt;br /&gt;
The &amp;quot;EMC&amp;quot;, standing for &amp;quot;Electro-Magnetic Compact&amp;quot;, is an energy pistol primarily based on the [[Springfield Armory, Inc|Springfield Armory]] [[Springfield Armory XD|XD]] Sub-Compact.&lt;br /&gt;
[[File:SpringfieldXD9SC.jpg|thumb|none|300px|Springfield Armory XD Subcompact - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-EMC.jpg|thumb|none|600px|The &amp;quot;EMC&amp;quot; in the beta weapon selection menu.]]&lt;br /&gt;
[[File:CODIWEMCfiring.jpg|thumb|none|600px|Reyes firing at a haywire robot with his &amp;quot;EMC&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only secondary &amp;quot;classic&amp;quot; weapon available in the game; it is referred to as the &amp;quot;Hornet&amp;quot;, referencing the ''Modern Warfare 2'' mission &amp;quot;The Hornet's Nest&amp;quot;, where a &amp;quot;G18&amp;quot; (actually a full-auto converted [[Glock 17]]) was the starting handgun. Additionally, the &amp;quot;Cartel&amp;quot; supply drop variant of the &amp;quot;Kendall 44&amp;quot; seen below is based on a Glock 18.&lt;br /&gt;
[[File:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C with 19- and 31- round magazines - 9x19mm]]&lt;br /&gt;
[[File:CoDIW G18 Menu.jpg|thumb|none|600px|The Glock 18 in the beta weapon selection menu.]]&lt;br /&gt;
[[File:CODIWG18.jpg|thumb|none|600px|A space operator on the moon chamber-checks the Glock 18C, [[Black#Glock 19|Black]]-style.]]&lt;br /&gt;
[[File:CODIWG18-2.jpg|thumb|none|600px|Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the ''Odin'' kinetic superweapon from ''Call of Duty: Ghosts''.]]&lt;br /&gt;
[[File:CODIWG18reload.jpg|thumb|none|600px|Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm&amp;quot;==&lt;br /&gt;
The &amp;quot;Hailstorm&amp;quot; is a massive fictional revolver bearing a distinct resemblance to the [[RSh-12]] revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using a sort of en-bloc clip of four 3-round superposed load chambers in the cylinder (the game calls this a &amp;quot;chamber stack&amp;quot;). The rounds appear to have casings, which would not work unless they are some kind of combustible casing. While the name implies it is supposed to be some kind of [[Metal Storm weapons|Metal Storm]]-style system, the weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the [[Webley-Fosbery Automatic Revolver]] have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|375px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:CoDIW-Hailstorm.jpg|thumb|none|600px|Beta menu selection view of the Hailstorm revolver, in all of its physics-defying glory.]]&lt;br /&gt;
[[File:CODIW Hail 1.jpg|thumb|none|600px|As with [[Call of Duty: Ghosts]], akimbo weapons can still be paired with optical sights.]]&lt;br /&gt;
[[File:CODIW Hail 2.jpg|thumb|none|600px|Ejecting the superposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the [[Chiappa Rhino]].]]&lt;br /&gt;
[[File:CODIW Hail 3.jpg|thumb|none|600px|Sealing the &amp;quot;Hailstorm's&amp;quot; cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kendall 44&amp;quot;==&lt;br /&gt;
A striker-fired pistol resembling the [[Glock 19]] is one of the standard issue sidearms available in the game, chambered in a fictional &amp;quot;44 ACP&amp;quot; cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded to fire in full-auto.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|325px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:CODIWKendallmenu.jpg|thumb|none|600px|Menu entry of the pistol.]]&lt;br /&gt;
[[File:CODIWKendall.jpg|thumb|none|600px|Captain Nick Reyes reloading the &amp;quot;Kendall 44&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from ''Call of Duty: Ghosts''. It was added via an update on July 25, 2017, and is now referred to as the &amp;quot;Stallion .44&amp;quot;. It is still used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the fire rate in the process. It repeats the same mistake as in ''Ghosts'' of swinging out a non-empty cylinder with the hammer still cocked and having the hammer pulled before closing the cylinder on an empty reload. For some reason, it is classed among the futuristic handguns rather than the &amp;quot;classic&amp;quot; weapons.&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:CoDIW-Stallion.jpg|thumb|none|600px|The &amp;quot;Stallion .44&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;FHR-40&amp;quot;==&lt;br /&gt;
The &amp;quot;FHR-40&amp;quot; is a fictional submachine gun resembling an [[FN P90]], with a bolt locking recess resembling an [[H&amp;amp;K MP5]]. According to the game's description, it uses a magnetic bolt carrier to increase fire rate; the practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CoDIW-FHR40.jpg|thumb|none|600px|The &amp;quot;FHR-40&amp;quot; in the beta weapon selection menu. Note the ''[[Binary Domain]]''-style striking muzzle that spans the entirety of the front of the weapon.]]&lt;br /&gt;
[[File:CODIWFHR40.jpg|thumb|none|600px|&amp;quot;FHR-40&amp;quot; in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in ''Modern Warfare Remastered''.]]&lt;br /&gt;
[[File:CODIW FHR reload.jpg|thumb|none|600px|Locking the bolt back on the &amp;quot;FHR-40&amp;quot;. Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] was added via an update on March 2, 2017. It is referred to as &amp;quot;Trencher&amp;quot; in-game, and is classed among the futuristic submachine guns rather than the &amp;quot;classic&amp;quot; weapons, similarly to the Raging Bull.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-MP28.jpg|thumb|none|600px|The MP28/II in the weapon selection menu. It's not clear why it's called the &amp;quot;Trencher&amp;quot;, as the MP28 came after the era of trench warfare; it's possible that it's standing in for a [[Bergmann MP18]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is one of the classic weapons. It is called &amp;quot;MacTav-45&amp;quot; in-game, as a reference to the protagonist John &amp;quot;Soap&amp;quot; MacTavish from the ''Modern Warfare'' series. The charging handle incorrectly locks back on its own before reloading an empty magazine.&lt;br /&gt;
[[File:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[File:CoDIW UMP45 Menu.jpg|thumb|none|600px|The UMP45 in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWUMP.jpg|thumb|none|600px|A multiplayer character looks at some space debris with his trusty UMP45 in hand. As with the image above and unlike previous games in the series, this UMP has a Surefire M900 foregrip.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;HVR&amp;quot;===&lt;br /&gt;
The &amp;quot;HVR&amp;quot; resembles a UMP45 with its stock folded. Interestingly, one of the variants of the HVR, the &amp;quot;Gemini&amp;quot;, which can uniquely be dual-wielded, has the body of a [[Heckler &amp;amp; Koch USC]], right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16&amp;quot; one).&lt;br /&gt;
[[File:CoDIW HVR.jpg|thumb|none|600px|The &amp;quot;HVR&amp;quot; in the beta menu selection. Note that, according to the description, it apparently uses &amp;quot;terrestrial ammo&amp;quot; for increased stopping power. This isn't really a specific statement, as &amp;quot;terrestrial ammo&amp;quot; could be anything made of materials taken from Earth; furthermore, given how it is only used by a few weapons, this would mean that the majority of firearms ammunition is manufactured with materials obtained from other planets in ''IW'''s universe.]]&lt;br /&gt;
[[File:CODIWUMPcharging.jpg|thumb|none|600px|Zombies character Andre charges an &amp;quot;HVR&amp;quot; before seeing off some cyber-undead.]]&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP. This is the basis for the Gemini variant of the HVR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Karma-45&amp;quot;==&lt;br /&gt;
The &amp;quot;Karma-45&amp;quot; is a futuristic [[TDI Vector]]. Notably, the gun is double-barreled and has dual-magazines built in for faster reloads. It is known as &amp;quot;CRB&amp;quot; in the game files, which refers to the civilian semi-automatic Vector that has a 16&amp;quot; barrel, and was the same name incorrectly applied to the standard Vector in ''[[Call of Duty: Ghosts|Ghosts]]''. The &amp;quot;Deimos&amp;quot; special variant has the stock removed and uses flush-fitting magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|325px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]''. This is the basis for the Deimos variant of the Karma-45.]]&lt;br /&gt;
[[File:CODIWKarmamenu.jpg|thumb|none|600px|The &amp;quot;Karma-45&amp;quot; in the single-player loadout menu.]]&lt;br /&gt;
[[File:CODIWKarma.jpg|thumb|none|600px|&amp;quot;EBR-800&amp;quot; in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.]]&lt;br /&gt;
[[File:CODIW Karma 1.jpg|thumb|none|600px|Reloading the ''[[TDI Vector|Vector]]-[[Villar-Perosa M1915|Perosa]]''...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VPR&amp;quot;==&lt;br /&gt;
The &amp;quot;VPR&amp;quot; is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the [[Heckler &amp;amp; Koch MP5K]], while the &amp;quot;Yokai&amp;quot; supply drop variant is inspired by the full-size [[MP5A3]].&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|325px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR.jpg|thumb|none|600px|The &amp;quot;VPR&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDIW-VPR-Yokai.jpg|thumb|none|600px|The &amp;quot;Yokai&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''[[Call of Duty: Ghosts]]'' as the OSA (which is written on the receiver, standing for Orbital Space Aeronautics.) The model is ripped from ''Ghosts'' with no edits, judging by the fact that it still has an [[FN 40GL]] (with a missing trigger) mounted instead of a [[Beretta GLX-160|Beretta GLX160]].&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CoDIW ARX Menu.jpg|thumb|none|600px|The ARX-160 in the beta selection menu. Note the odd stock, which is the same as the one seen in ''Ghosts'' and ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', due to this being a re-used model.]]&lt;br /&gt;
[[File:CODIWARX.jpg|thumb|none|600px|The Moon soldier gazes back at earth with his white ARX-160....]]&lt;br /&gt;
[[File:CODIWARXreload.jpg|thumb|none|600px|....which apparently feeds from 5.45x39 millimeters of space.]]&lt;br /&gt;
[[File:CODIWARXcharging.jpg|thumb|none|600px|Charging the OSA ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears in Infinite Warfare simply as the &amp;quot;M1&amp;quot;. The in-game description states that its &amp;quot;top-loading clip&amp;quot; (written in blue text, signifying that it is an integral attachment, though it's not. The concept of integral attachments was pulled from Ghosts, where the only true integral &amp;quot;attachments&amp;quot; were suppressors) can only be reloaded by emptying it, which is incorrect.&lt;br /&gt;
[[File:M1 Garand.jpg‎|thumb|none|450px|M1 Garand - .30-06 Springfield]]&lt;br /&gt;
[[File:Cod iw m1g campaign menu.jpg‎|thumb|none|600px|The M1 can be unlocked in the campaign after completing the Specialist difficulty. It is called the &amp;quot;DMR-1&amp;quot;, but retains its Multiplayer description and has no attachments available for it.]]&lt;br /&gt;
[[File:Cod iw m1g campaign fp.jpg|thumb|none|600px|Reyes points his virtual DMR-1 Garand at the ceiling while wondering why it's so ridiculously shiny. Note the steel-cased rounds; in spite of this, the rifle ejects brass cases when fired.]]&lt;br /&gt;
[[File:CODIW M1.jpg|thumb|none|600px|Looking at some Americana with the M1 Garand.]]&lt;br /&gt;
[[File:CODIWM1ads.jpg|thumb|none|600px|Apparently this particular fine instrument of battle survived at least a century in good condition, except for the tip-top of the rear sight ring.]]&lt;br /&gt;
[[File:CODIWM1ping.jpg|thumb|none|600px|&amp;quot;In space, no one can hear your ping...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DMR-1&amp;quot;===&lt;br /&gt;
A modernized version of the rifle appears as the &amp;quot;DMR-1&amp;quot;, sporting a VLTOR Cluster Rail, cheekpiece with cartridge holders, unusable laser sights, absurdly large muzzle device, and an scope by default, mounted off to the left of the rifle like the M1C and M1D marksman rifles. This version can have its clip ejected when partially empty. The &amp;quot;Spectacle&amp;quot; variant appears to be based on the T26 &amp;quot;Tanker Garand&amp;quot; carbine, with a muzzle device borrowed from a Springfield Armory [[M1A SOCOM 16]].&lt;br /&gt;
[[File:CoDIW DMR-1 Menu.jpg|thumb|none|600px|The &amp;quot;DMR-1&amp;quot; in the beta selection menu. Note the terrible condition of the modern variant compared to the original.]]&lt;br /&gt;
[[File:CODIWDMR-1.jpg|thumb|none|600px|Overlooking Lake Geneva with a reflex-sight equipped &amp;quot;DMR-1&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDMR-1reload.jpg|thumb|none|600px|Inserting the en-bloc clip after some designated-marksmanning.]]&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm (.308 Springfield)]]&lt;br /&gt;
[[File:Cod iw dmr1 spectacle.jpg|thumb|none|600px|The &amp;quot;Spectacle&amp;quot; variant in the Create-a-Class menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EBR-800&amp;quot;===&lt;br /&gt;
The &amp;quot;EBR-800&amp;quot; is a fictitious sniper rifle/assault rifle hybrid based off the M1 Garand. The weapon shoots bolts of energy and is fed by large, side-loading batteries.&lt;br /&gt;
[[File:Cod iw ebr campaign menu.jpg|thumb|none|600px|The EBR in the campaign loadout menu.]]&lt;br /&gt;
[[File:Cod iw ebr campaign spawn.jpg|thumb|none|600px|Reyes flips his simulated EBR's scope into place upon pickup.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp sr.jpg|thumb|none|600px|Reyes holds his EBR in sniper mode.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp reload.jpg|thumb|none|600px|Reyes moves to stick a new battery in his rifle.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp ar.jpg|thumb|none|600px|Reyes holds the EBR, now in AR mode.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp holo.jpg|thumb|none|600px|The holographic reticle that serves as the aiming method in AR mode.]]&lt;br /&gt;
[[File:Cod iw ebr campaign stubby.jpg|thumb|none|600px|Reyes spawns into the VR firing range with an EBR equipped with a rectangular ACOG. Without the default scope, the rifle switches modes simply by shortening and extending the barrel; it also does this with the default scope, but it's harder to see, and isn't the focal point of the animation.]]&lt;br /&gt;
[[File:CODIW EBR (2).jpg|thumb|none|600px|Overlooking Mars with an EBR-800 in AR mode with the battery ejected. Note the similarities between this rifle and the ''Bombenschuss'' from ''[[Wolfenstein: The Old Blood]]''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;NV4&amp;quot;==&lt;br /&gt;
The &amp;quot;NV4&amp;quot; is an assault rifle available in game, resembling an [[M4A1 Carbine]] fitted with various futuristic embellishments, making the upper receiver resemble a VLTOR build. In fact, the weapon is referred to as &amp;quot;M4&amp;quot; in the game files.&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|375px|'''Airsoft''' M4 with Magpul furniture - (fake) 5.56x45mm]]&lt;br /&gt;
[[File:CODIWNV4menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;NV4&amp;quot;.]]&lt;br /&gt;
[[File:CODIWNV4charging.jpg|thumb|none|600px|Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type-2&amp;quot;==&lt;br /&gt;
The &amp;quot;Type-2&amp;quot; is an energy based rifle heavily resembling the [[Magpul FMG-9]]; the game files indeed refer to it as &amp;quot;FMG&amp;quot;. It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.&lt;br /&gt;
[[File:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form- 9x19mm]]&lt;br /&gt;
[[File:CODIWType2.jpg|thumb|none|600px|Menu page of the &amp;quot;Type-2&amp;quot;.]]&lt;br /&gt;
[[File:CODIWType2scan.jpg|thumb|none|600px|Acquiring the Type-2 from a weapons locker.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Volk&amp;quot;==&lt;br /&gt;
An [[AKM]] heavily resembling the customized AKM from [[Elysium#AKM|Elysium]] appears as an energy-firing assault rifle known as the &amp;quot;Volk&amp;quot; in Infinite Warfare. It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as &amp;quot;AKE&amp;quot; in the game files.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm]]&lt;br /&gt;
[[File:CODIWVolk.jpg|thumb|none|600px|Menu entry of the &amp;quot;Volk&amp;quot;.]]&lt;br /&gt;
[[File:CODIWVolkreload.jpg|thumb|none|600px|Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing ''the future'' to a normal one in this case. Which apparently includes an 80s printer cable.]]&lt;br /&gt;
[[File:CODIWVolkcharging.jpg|thumb|none|600px|Performing an underhand tug of the charging handle.]]&lt;br /&gt;
[[File:CODIWVolkspeedloading.jpg|thumb|none|600px|Andre performs a tactical reload on the upgraded Volk in Zombies, showing off the bizarre energy cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;X-Eon&amp;quot;==&lt;br /&gt;
First appearing as a VR gun simulator on board the ''Retribution'', this weapon appears to be based on the [[FN SCAR-H]]. It was later added to multiplayer as the &amp;quot;X-Eon&amp;quot;, and made available through supply drops; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|425px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW X-Eon 01.jpg|thumb|none|600px|A crewmember using the VR gun simulator. An interesting thing to note is that she is the only member who uses this booth and always hogs it before Reyes selects any new mission.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including two X-Eons.]]&lt;br /&gt;
[[File:CoDIW X-Eon 02.jpg|thumb|none|600px|The X-Eon in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is as a &amp;quot;classic&amp;quot; weapon, where it goes by the moniker &amp;quot;TF-141&amp;quot;, referencing the ''Modern Warfare'' series' fictional Task Force 141.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
[[File:CoDIW CheyTac Menu.jpg|thumb|none|600px|The CheyTac M-200 in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWCheytac.jpg|thumb|none|600px|Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.]]&lt;br /&gt;
[[File:CODIWCheytacdrone.jpg|thumb|none|600px|A multiplayer character considers sacrificing his spider grenade to the event horizon from ''Interstellar''.]]&lt;br /&gt;
[[File:CODIWCheytaccycling.jpg|thumb|none|600px|Having failed to do so, he offers several .408 rounds instead.]]&lt;br /&gt;
[[File:CODIWCheytacreload.jpg|thumb|none|600px|Reloading the Intervention.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Widowmaker&amp;quot;===&lt;br /&gt;
Another sniper rifle resembling the Intervention also appears, called the &amp;quot;Widowmaker&amp;quot;, and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game ''Overwatch'', where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.&lt;br /&gt;
[[File:CoDIW Widowmaker Menu.jpg|thumb|none|600px|The &amp;quot;Widowmaker&amp;quot; in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWwidowmaker.jpg|thumb|none|600px|Reloading the &amp;quot;Widowmaker&amp;quot;, which has a Harris bipod among several other minor cosmetic changes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KBS Longbow&amp;quot;==&lt;br /&gt;
The &amp;quot;KBS Longbow&amp;quot; is a fictional high-powered bolt-action sniper rifle resembling a [[Remington MSR]]. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right.&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDIW-KBS-Longbow.jpg|thumb|none|600px|The KBS Longbow in the beta selection menu. Note the unusable bipod and absurdly massive muzzle brake.]]&lt;br /&gt;
[[File:CODIW KBS 1.jpg|thumb|none|600px|Operating the distinct bolt action of the KBS.]]&lt;br /&gt;
[[File:CODIW KBS 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:CODIW KBS 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;Auger&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger&amp;quot; is a portable minigun that was added via an update on March 2, 2017. Is is under the light machine guns class and resembles the [[M134 Minigun]], but with three barrels instead of six.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''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:CoDIW-Auger.jpg|thumb|none|600px|The &amp;quot;Auger&amp;quot; in the weapon selection menu. It doesn't look terribly suitable for boring holes into wood or dirt, but it certainly seems helpful for putting them in enemies.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;DCM-8&amp;quot;==&lt;br /&gt;
The &amp;quot;DCM-8&amp;quot; is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the [[FN P90]]. The weapon in-game also has two pistol grips similar to that of the [[Heckler &amp;amp; Koch XM25]].&lt;br /&gt;
[[File:MonolithP12.jpg|thumb|none|450px|Monolith Arms P-12 shotgun with FN P90 for comparison.]]&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm.]]&lt;br /&gt;
[[File:CODIWDCM8menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;DCM-8&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDCMscan.jpg|thumb|none|600px|Scanning the DCM-8, showing off the rather large magazine.]]&lt;br /&gt;
[[File:CODIWDCMreload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] appears in game as the &amp;quot;S-Ravage&amp;quot; (referencing well-known COD personality Sandy Ravage) and the &amp;quot;Rack-9&amp;quot;, with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:CoDIW SPAS Menu.jpg|thumb|none|600px|The SPAS-12 in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.]]&lt;br /&gt;
[[File:CODIWSPAS-12pumping.jpg|thumb|none|600px|Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Rack-9&amp;quot;===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|375px|Franchi SPAS-12 with stock removed - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge. This one is the basis for the &amp;quot;Smoothbore&amp;quot; supply drop variant of the Rack-9.]]&lt;br /&gt;
[[File:CoDIW Rack9 Menu.jpg|thumb|none|600px|The &amp;quot;Rack-9&amp;quot; in the beta menu selection.]]&lt;br /&gt;
[[File:CODIW Rack 1.jpg|thumb|none|600px|Looking at a familiar ring world with the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:CODWI Rack 2.jpg|thumb|none|600px|Reloading; the animation is the same between both weapons.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M.2187&amp;quot;==&lt;br /&gt;
The &amp;quot;M.2187&amp;quot; is a futuristic version of the [[Winchester Model 1887]], sawn-off like [[Call of Duty: Modern Warfare 2#Winchester Model 1887|in]] [[Call of Duty: Black Ops#Winchester Model 1887|previous]] [[Call of Duty: Modern Warfare 3#Winchester 1887|games]]. Notably, rather than reloading through the action, the M.2187 reloads by replacing its magazine tubes entirely.&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge.]]&lt;br /&gt;
[[File:CoDIW-M2187.jpg|thumb|none|600px|This is presumably what would happen [[Terminator 2: Judgement Day#Winchester 1887|if the T-800 could bring weapons back in time with him.]]]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Reaver&amp;quot;==&lt;br /&gt;
The &amp;quot;Reaver&amp;quot; is a fictional semi-automatic shotgun heavily resembling the [[Kel-Tec KSG]], with a 10-round helical magazine similar in appearance to the [[SRM Arms 1200 Series Shotguns|SRM Arms M1212]]'s quad-tube system.&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:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
[[File:CODIWReavermenu.jpg|thumb|none|600px|&amp;quot;Reaver&amp;quot; menu icon in singleplayer.]]&lt;br /&gt;
[[File:CODIWReaverreload.jpg|thumb|none|600px|Reloading the massive helical magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The underbarrel [[FN 40GL]] returns from ''Call of Duty: Ghosts''. It still has no trigger, and this time it is solely integrated to the Beretta ARX-160.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL / Mk 13 Mod 0 - 40x46mm]]&lt;br /&gt;
[[File:CoDIW ARX Menu.jpg|thumb|none|600px|The ARX-160/40GL combo in the beta weapon selection menu. Much to the frustration of some players in multiplayer, the grenade launcher's lack of a trigger doesn't make it any less effective.]]&lt;br /&gt;
[[File:CODIWGLX.jpg|thumb|none|600px|Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Spartan SA3&amp;quot;==&lt;br /&gt;
The &amp;quot;Spartan SA3&amp;quot; is a fictional rocket launcher resembling the [[Carl Gustav M3]]. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:CoDIW-SpartanSA3.jpg|thumb|none|600px|The &amp;quot;Spartan SA3&amp;quot; in the beta selection menu. Note the integrated optical sight and diagonally-tilted forward pistol grip.]]&lt;br /&gt;
[[File:CODIWSpartanreload.jpg|thumb|none|600px|Reyes loads a warhead into the Spartan SA3...]]&lt;br /&gt;
[[File:CODIWSpartantap.jpg|thumb|none|600px|...and then wonders if now is a good time to pull the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The &amp;quot;Blitzkrieg&amp;quot; supply drop variant of the MP28 is fitted with a flamethrower-looking device that appears to be a pneumatic launcher, which mounts an M1 rifle grenade adapter and allows it to fire a [[Mk 2 hand grenade]].&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|350px|none|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDIW-MP28-GL.jpg|thumb|none|600px|It isn't clear who thought any part of this was a good idea.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Teslashark&amp;diff=1142259</id>
		<title>User talk:Teslashark</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Teslashark&amp;diff=1142259"/>
		<updated>2017-12-01T10:18:00Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MP717(r) is just the German inventory designation for an unaltered PPSh, there's no point in calling it that because it's still a PPSh. It's like referring to a Bren Gun as an MG 138(e) because a German soldier touched it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:15, 30 November 2017 (EST)&lt;br /&gt;
In the campaign they are exclusively used by German troops, so I'd say there is a point.--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 05:18, 1 December 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Evil_Tim&amp;diff=1142132</id>
		<title>User talk:Evil Tim</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Evil_Tim&amp;diff=1142132"/>
		<updated>2017-11-30T15:16:13Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Why did you remove my edit on the PPSh in COD:WW2? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Earlier discussions: [[User Talk:Evil Tim/Archive 1]]''&lt;br /&gt;
&lt;br /&gt;
== What are the rules ==&lt;br /&gt;
&lt;br /&gt;
Sorry to drag you into this; you're simply an admin whose talk page isn't locked. Simple question: what on earth happened here:&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/w/index.php?title=Talk:Mutant_Chronicles&amp;amp;action=history&lt;br /&gt;
&lt;br /&gt;
My notes on the talk page for the were a genuine and good-faith attempt to contribute and they were deleted without comment. I presume I've offended some obscure house rule of yours, but regardless, it's a pretty arrogant and unilateral thing to do on the part of MoviePropMaster2008, and hardly the way to encourage people to get involved.&lt;br /&gt;
&lt;br /&gt;
== Gun Brand Pages ==&lt;br /&gt;
&lt;br /&gt;
Yo. So now that at least 2 admins have contributed to the new &amp;quot;Gun Brand Pages&amp;quot; is it safe to say the idea is sticking? I want to keep working on these but I dont want to spend all this time just to have them deleted. I'm still new to this site so whats the procedure for getting this approved by the powers that be? Happy holidays, [[User:Zackmann08|Zackmann08]] 08:06, 24 December 2011 (CST)&lt;br /&gt;
:Thanks for your help with the [[Heckler &amp;amp; Koch]] page. Any feedback? You like the format? --[[User:Zackmann08|Zackmann08]] 14:46, 25 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Kampfpistole ==&lt;br /&gt;
&lt;br /&gt;
Thanks for your remarks, they make perfect sense. I did not check my e-mail in the last few minutes so I was totally unaware that somebody else (you) was working on the same page. This way we can keep eachother busy, right? My apologies for driving you crazy! &lt;br /&gt;
&lt;br /&gt;
Reason that I wanted to rename 'Walther Kampfpistole' to a more generic 'Kampfpistole' is that today I read an about the history of this gun. Originally a flare pistol (&amp;quot;Heeresmodell 1934&amp;quot;), from 1943 onwards it was produced by both Walther and Erma as ‘Kamppistole’ (no further numeric nomination) having a big 'Z' on the side indicating that it had 'Zuege' (German for grooves) so that small explosive charges could be fired more accurately. The article did not indicate an original designing manufacturer so I figured removing ‘Walther’ would be the right thing to do. If you say that Walther is indeed the company where it all started, then I can only agree to keep matters as they are. &lt;br /&gt;
&lt;br /&gt;
As for the LP-42, I see what you mean. Problem is that ‘Kampfpistole’ is actually a very generic name simply meaning ‘battle pistol’ (just like ‘assault rifle’ may apply to AK-47 and M16 alike). In this case, both guns are correctly referred to as ‘Kampfpistole’ but they are of completely different design. As such, I would suggest to remove the ‘Kampfpistole Z’ image from the LP-42 page, leave matters as they are and not merge, wouldn’t you agree?   &lt;br /&gt;
&lt;br /&gt;
By the way, what do you mean by “please don't edit war, it doesn't help”? I am not aware I have been changing anything else today than the Kampfpistole. Take care, let me know what you think and Merry Christmas, --[[User:PeeWee055|PeeWee055]] 10:36, 24 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:Good to see your remarks, be my guest to make changes; I will stay away from the subject for a few days hahaha Not sure of you are aware, but 'Leuchtpistole' is yet another generic nomination. It's German for 'Flare Pistol' so I think it would not be correct to put all 'Leuchtpistols' on one page, not in the least because the designs are very different. Take care, --[[User:PeeWee055|PeeWee055]] 10:58, 24 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
==Spammer==&lt;br /&gt;
Since you are one of the most active admins on this site, here is a spammer I consider banning: [[User:Grishacka1929|Grishacka1929]]. Highlighted in blue is his [[Lifetime asks, contends actual...|contribution]]. - [[User:Kenny99|Kenny99]] 18:52, 24 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
==This guys is crazy==&lt;br /&gt;
He's a raving asshat.  He's another Liam, save for the fact he does know his 1911s.  But he's also being a jerk.  Okay, so M1911 is the MILITARY designation, the Colt Govt. Model is the company's name for the pistols they sold to the public.  M1911 is used by a lot of people as a generic description for that type of pistol.  When I say Commercial  M1911, I mean a commercial version of the M1911.  There is nothing actually erroneous about that description.  But think about it.  People KNOW the difference between the M1911 and the M1911A1, they know that there were improvements made between the wars.  Just calling them the Govt Model doesn't help people to ultimately get to know the difference.  Boy, I sure attract a lot of guys who hate on me.  This guy needs anger management.  Now if we need to update the descriptions, we can.  On his conduct, you were right.  His rage makes him an unacceptable element on IMFDB.  Doesn't matter how much he knows.  If he becomes that abusive that quickly, then he is not the personality type that moves IMFDB forward.  Thanks for the note.  I think I (we as in you're a mod too) need to come up with a code of conduct that warns people to be polite.  There are sites out there that are so deathly afraid of offending someone's sensibilities or their freedom of speech, that they are often held hostage by people who promote bad behavior.  We welcome corrections when they are done in the right way.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:20, 25 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Se7en==&lt;br /&gt;
Sorry, but this page is really kind of ruined when the actor's name is mentioned.  It's not really vital on this page to know who the actor was that used the weapon is on this page as much as what character used it.   I understand that you disagree with a lot of edits that a particular user makes, but I'll be on the case to let the user know if the edits go overboard. --[[User:Ben41|Ben41]] 04:30, 25 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
==Kampfpistole Z==&lt;br /&gt;
[[Talk:LP-42_Flare_Pistol|Any objections?]] Sounds reasonable. (I hadn't really been following the Kampfpistole saga, I sort of just stumbled into it.) --[[User:Funkychinaman|Funkychinaman]] 16:08, 27 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Salt featured article ==&lt;br /&gt;
&lt;br /&gt;
Can you change the [[Salt]] entry on the featured article template from a SIG SG553 to a P556 SWAT with a SG550 lower please, as it is locked to me. I recently changed it on the Salt page, but featured article just came up and noticed it was now wrong.  --[[User:Commando552|commando552]] 05:04, 29 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Dead links ==&lt;br /&gt;
&lt;br /&gt;
Hey man, I've been working on converting a number of pages from the list format over to a wikitable. I've noticed that there are some cases where a movie is listed, but there is no page for that movie. For example, if you look at the [[M1911A1]], about halfway down the Films section [[Nowhere to Run]] (1993) is listed, but there is no page for it. Should it be removed when I convert it to a table? &lt;br /&gt;
&lt;br /&gt;
(As a side note, I'm not actually editing the M1911 page, that was just the quickest example I could find.) --[[User:Zackmann08|Zackmann08]] 15:52, 4 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:Gotcha. That's super helpful! Thanks.--[[User:Zackmann08|Zackmann08]] 23:00, 4 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Cabela's Dangerous Hunts 2009 ==&lt;br /&gt;
&lt;br /&gt;
Yeah, did some reseach, this game is available in Europe, bt it is under a different name (Same game, different name), it is called &amp;quot;Cabela's Dangerous Adventures&amp;quot;. And it is available for the PS2, PS3, Wii, and Xbox 360 (The page is for the Xbox/PS3 version). Don't know if you have an Xbox or a PS3, so that is up to you, and it is dirt cheap by now. - [[User:1morey]] January 15, 2012 12:40 PM (EST)&lt;br /&gt;
&lt;br /&gt;
== Copyrights ==&lt;br /&gt;
&lt;br /&gt;
Hey man. I was just updating a page and I noted that the &amp;quot;copyrights&amp;quot; link at the bottom that shows up any time you edit a page is now red. When I clicked on it I noticed that you deleted the page. Just wanted to make sure you were aware that every time you edit a page or a discussion post, a link to that page shows up on the bottom. Any issue with me putting up a redirect on the old Copyright page that takes you to the &amp;quot;General disclaimer&amp;quot; page? --[[User:Zackmann08|Zackmann08]] 10:18, 16 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
==Copyright page==&lt;br /&gt;
There's still time... (Seriously though, is there any legal reason why TOS's and disclaimers have to be a solid block of text? During my newspaper days, we avoided solid blocks of text whenever possible and cringed whenever we saw them in other papers. It's just telling readers &amp;quot;Don't read this.&amp;quot;) --[[User:Funkychinaman|Funkychinaman]] 12:36, 16 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Manufacturer Template ==&lt;br /&gt;
&lt;br /&gt;
I created a template for the manufacturer pages ([[Manufacturer Template]]). I am going to add a link to it from the &amp;lt;nowiki&amp;gt;[[Category:Manufacturer]]&amp;lt;/nowiki&amp;gt; page. I would love any input from you and other admins on it. I want to make it as straight forward as possible. Thanks! --[[User:Zackmann08|Zackmann08]] 13:36, 19 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GLOCK==&lt;br /&gt;
GLOCK (in all caps) is the official name of the company as stated on their website.  --[[User:Ben41|Ben41]] 06:31, 21 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re: NSV ==&lt;br /&gt;
&lt;br /&gt;
Hi. Thanks for the info. It is strange though, why would KBP have an image of the Kord on their site, which is made by Degtyarev? --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 11:27, 22 January 2012 (CST)&lt;br /&gt;
:I am totally confused now... &amp;gt;&amp;lt; Please delete the pic then, I reupload it with a correct name if and when I will make a page for the Degtyarev compnay. Thanks. --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 12:56, 22 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
no&lt;br /&gt;
&lt;br /&gt;
==Idontthinksotim==&lt;br /&gt;
I don't this is actually directed to you. It's a catchphrase from the American series ''Home Improvement''. --[[User:Funkychinaman|Funkychinaman]] 04:41, 21 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Top Shot - Season 3 ==&lt;br /&gt;
&lt;br /&gt;
Hey man. I saw your edit on [[Top Shot - Season 3]]. While I get what your saying that revolvers technically are pistols... That distinction isn't made elsewhere on the site. For example, the [[NCIS]] and [[Burn Notice]] pages, some of the most popular on the site, list '''Pistols''' and '''Revolvers'''. It seems like an unnecessary distinction to make... I respect my elders and know you are an admin, I'm not trying to get into a pissing contest or anything but it just seems unnecessary to me, particularly since that isn't the way it is done elsewhere on the site. Thoughts? --[[User:Zackmann08|Zackmann08]] 15:44, 23 February 2012 (CST)&lt;br /&gt;
:IMHO, it seems like '''Pistols''' and '''Revolvers''' fall under the overall heading of '''Handguns'''... &amp;quot;When distinguished as a subset of handguns, a pistol is a handgun with a chamber that is integral with the barrel, as opposed to a revolver, wherein the chamber is separate from the barrel as a revolving cylinder.&amp;quot; Webster gives a similar definition. I take back what I said previously. Based on a little more research it seems that a &amp;quot;pistol&amp;quot; always refers to a Handgun where the chamber is integrated in the barrel. For example, a [[Derringer]] would be a pistol despite not being semi-auto. Any handgun with a rotating cylinder would be a revolver and they would all fall under the overall category of '''Handguns'''.  --[[User:Zackmann08|Zackmann08]] 16:48, 23 February 2012 (CST)&lt;br /&gt;
::Thats actually really interesting! Never knew you guys defined it differently over there. :-) --[[User:Zackmann08|Zackmann08]] 11:24, 24 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== SOCOM 4 ==&lt;br /&gt;
&lt;br /&gt;
So I'm in the middle of leaving a message for Commandoninja137 (the guy who created the SOCOM 4 page, if were calling 'that' a page...) warning him that the page was about to be deleted because of his lack of effort. I had JUST added the ''nuke'' tag to the page right before i posted the message on his discussion page. When i posted it with the &amp;lt;nowiki&amp;gt;[[SOCOM 4]]&amp;lt;/nowiki&amp;gt; tag, the link came up in red. I'm thinking &amp;quot;huh, I musta mispelled it&amp;quot;... but no. You beat me to the punch and got rid of the page literally seconds after I nuked it. GOOD MANNNN!!! :-) --[[User:Zackmann08|Zackmann08]] 15:29, 25 February 2012 (CST)&lt;br /&gt;
:I'm kind of surprised the page lasted as long as it did. I wanted to just delete the stuff copied from Wikipedia, but then the page would be completely empty and would look even worse. --[[User:Funkychinaman|Funkychinaman]] 15:45, 25 February 2012 (CST)&lt;br /&gt;
::Yes, I know. I grew suspicious because it was a little too... nice. I cleaned up and consolidated the dead links a few months back, and I don't think there's a single SOCOM game here that could be considered complete. I know they're console only, but still...&lt;br /&gt;
&lt;br /&gt;
== DVD Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I mostly have DVD and the Blue-Ray I have is a Blue-Ray/DVD combo pack so I'm set. What I'm wondering though is can you get screencaps from things like Hulu and Netflix? --[[User:Yo dawg 111|Yo dawg 111]] 09:29, 26 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re: G36C ==&lt;br /&gt;
&lt;br /&gt;
It indeed looks similar, although the nomenclature appears to be different. Anyways, I will add it and if someone can find a better match, he will change it. Thanks. --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 12:52, 27 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Masterkey in Homefront ==&lt;br /&gt;
&lt;br /&gt;
Hi. Please change the Masterkey's gun image on the [[Homefront]] page to this one, as this has a slightly better quality, and it is visible that the rifle is actually a KAC SR-16, not a Colt M4.&lt;br /&gt;
[[Image:KAC Masterkey.jpg|thumb|none|300px|Masterkey shotgun mounted on a KAC SR-16 rifle - 12 Gauge]]&lt;br /&gt;
Thank you. --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 07:55, 25 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
&lt;br /&gt;
DAMITTTTTT. Sorry about that mate. I will be more careful. Frankly I didn't know there was such thing as an Airsoft grenade... Thanks for alerting me to the mistake. :-)&lt;br /&gt;
&lt;br /&gt;
While I'm writing to ya, I might as well mention the [[AK Gallery]]. I totally get what you are saying about guns like the Dragunov and will 100% defer to your judgment. I felt like it was worth putting them on the page since they look similar but if you don't think they belong, I totally understand. It's all about what will be most useful in identifying the guns. :-) --[[User:Zackmann08|Zackmann08]] 11:23, 27 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Doom Nuke tag ==&lt;br /&gt;
I put the nuke tag due to this subsection of the rules.&lt;br /&gt;
http://www.imfdb.org/wiki/Rules,_Standards_and_Principles#Anime:_Rules_.26_Restrictions&lt;br /&gt;
Also the page was previously deleted on the same grounds.&lt;br /&gt;
--[[User:AdAstra2009|AdAstra2009]] 23:42, 30 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== The Dark Knight ==&lt;br /&gt;
A) Seriously? You've never seen ''[[The Dark Knight]]''? B) Yes, that is a bigger spoiler, I'd tell you more, but I don't want to spoil anything for you, C) Come on, seriously? --[[User:Funkychinaman|Funkychinaman]] 02:11, 5 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Which is the reason why I removed the reference in the page.  That particular user who wrote those captions constantly gives away important plot points for no good reason.   The user has been warned.   --[[User:Ben41|Ben41]] 03:19, 5 April 2012 (CDT)&lt;br /&gt;
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== This is Glock17gen4, why was I blocked? ==&lt;br /&gt;
&lt;br /&gt;
I have done nothing wrong, and you blocked me and reverted my edits. Here's the reason you left: &amp;quot;(Abusing multiple accounts: Hey there Burt, you're still banned, go away.)&amp;quot; My name isn't Burt, it's Danny. I tryed to use the Glock17gen4 account to contact you about this but it wouldnt allow me to leave a message on your talk page, I would like the block reverted please, as I dont know who this &amp;quot;Burt&amp;quot; is and have done nothing wrong. I really think you have me confused with someone else...PS: do you have email we can discuss this on? [[User:SaferSephiroth|SaferSephiroth]] 20:40, 6 April 2012 (CDT)&lt;br /&gt;
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== What's all this then? ==&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/w/index.php?title=User_talk:Bunni&amp;amp;redirect=no#I_need_you_or_another_admins_help.2C_my_other_account_was_blocked_wrongfully. Is this the usual suspect? [[User:Bunni|bunni]] 17:19, 7 April 2012 (CDT)&lt;br /&gt;
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== I am not this Burt Reynolds Mustache or Person of Interest guy, please quit blocking me! ==&lt;br /&gt;
&lt;br /&gt;
Dont you check for IPs before you make such decisions? I am not this character you think I am. Please unblock me! The only reason I changed the gun on the PD page is I was going off of what the GE 007 page said. If that wasn't right then I am sorry, I did not know. I just know all the classic guns in PD are based off Goldeneye 007's guns. I was trying to keep the page accurate, is there anything wrong with that? [[User:RugerLord|RugerLord]] 14:25, 8 April 2012 (CDT)&lt;br /&gt;
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ET, do whatever you think is best. [[User:Bunni|bunni]] 14:40, 8 April 2012 (CDT)&lt;br /&gt;
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== FlaK ==&lt;br /&gt;
&lt;br /&gt;
Very sorry. I've heard of what you're talking about, but thought it was abbreviated differently.&lt;br /&gt;
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== Read the rest on that bunni guys page ==&lt;br /&gt;
&lt;br /&gt;
Hey listen, I'm sorry about messing up your page, but seriously dude. You didnt listen to me when I was nice, and I'm sorry about Rockwolf's page too. I have no issue with anyone on this site except you because you keep wrongfully banning me after I helped out. I contacted other admins and the sites owner about this. And you still wouldnt give me a fair chance, so yes, I'm human, I went off on you because I had had enough. I like guns and Goldeneye, I really wanna help with this site, but if I keep being harassed, then how can I do that? PS: I also didnt take to kindly to you and your friend refering to Irish people as &amp;quot;Liams&amp;quot;. I'm Irish, and that offends me. [[User:ColdSteel|ColdSteel]] 20:48, 9 April 2012 (CDT)&lt;br /&gt;
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== Ok done ==&lt;br /&gt;
&lt;br /&gt;
It wont allow me to change on the Goldeneye 007 main page but I put the upload on the Walther PP series page and the Goldeneye talk page, it's a genuine .32 ACP PPK the same as Bond uses, and I think you'll like the pic quality alot. [[User:ColdSteel|ColdSteel]] 21:21, 9 April 2012 (CDT)&lt;br /&gt;
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== Blocked User ==&lt;br /&gt;
The poster was obnoxious and irritating. I just felt like if he comes back he doesn't need to get the change to be an jackass again. Meant to block him earlier, but then I forgot. --[[User:Jcordell|Jcordell]] 13:59, 11 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Ellipses ==&lt;br /&gt;
&lt;br /&gt;
You're right, there's no reason to correct them, but is there a reason I shouldn't? Seriously, if there's a reason, I'll stop. --[[User:Cheywoodward2|Cheywoodward2]] 20:32, 12 April 2012 (CDT)&lt;br /&gt;
:Alright, I will stop be such so pedantic about my ellipses. I may forget once or twice. If I end up doing so you my have my apologies. Also, your writing style makes you seem like a very pleasant and knowledgeable person.&lt;br /&gt;
&lt;br /&gt;
== Re: Trolling ==&lt;br /&gt;
&lt;br /&gt;
The whole argument of the section didn't have anything to do with improving the page in question. Yet I'm being the target of moderation. How more unfair can it get? --[[User:Masterius|Masterius]] 09:25, 14 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That would be a fair argument if the 'not-forum' rule was enforced and the only thing one could find on Talk Pages is weapons and accessories identification and nothing else. But that's just not true. And a simple commentary among many others won't suddenly cause IMFDB to collapse. --Masterius 09:37, 14 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::I did not want to go into the whole political debate on who's right and who's wrong. Are you sure there were no points that could have gotten a rise out of me? --[[User:Masterius|Masterius]] 09:45, 14 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK, OK, Mr. Wolf was right. You won. So long, and thanks for all the fish. --[[User:Masterius|Masterius]] 09:49, 14 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Sorting Out User names ==&lt;br /&gt;
&lt;br /&gt;
Thanks for taking care of that.   When I don't see any further contributions right after a new user account is made, I tend to be more suspicious.   --[[User:Ben41|Ben41]] 16:29, 16 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Bot ==&lt;br /&gt;
&lt;br /&gt;
Have you notified the other admins? Are they aware of the situation? It's hard to tell who's online sometimes, but I'll do what I can. --[[User:Funkychinaman|Funkychinaman]] 16:55, 17 April 2012 (CDT)&lt;br /&gt;
:So it's an American bot. Anyway, I'll do what I can. I'll probably be monitoring for another hour, then I have to step out. I should be back on later tonight though. --[[User:Funkychinaman|Funkychinaman]] 17:06, 17 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Glock 18C ==&lt;br /&gt;
&lt;br /&gt;
Hey man, so I just noticed that some guy has once again tried to replace the Glock 18C image with his own. You had previously reverted his upload... Rather then reverting it myself, I thought I would mention it to you... [http://www.imfdb.org/wiki/File:Glock18c_01-1-.jpg Picture in Question]. --[[User:Zackmann08|Zackmann08]] 14:11, 19 April 2012 (CDT)&lt;br /&gt;
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== FNP ==&lt;br /&gt;
&lt;br /&gt;
Hey man. Some guy just made a bunch of weird edits to the [[FNP]] page. He changed all the specifications for the FNP-45 to values that are not correct (based on both wikipedia and the FN website). He also added a ransom show that has no page on the site. Do you mind rolling back his edits so I don't have to correct each mistake? Thanks! --[[User:Zackmann08|Zackmann08]] 17:37, 19 April 2012 (CDT)&lt;br /&gt;
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== Chronological Order ==&lt;br /&gt;
I'd have to dig it up in the forums but I was told by a Mod a couple years back that if the page has a relatively low number of firearms (20 or less) to use chronological order. --[[User:AdAstra2009|AdAstra2009]] 13:36, 20 April 2012 (CDT)&lt;br /&gt;
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== Forum ==&lt;br /&gt;
&lt;br /&gt;
I made your forum account a moderator. [[User:Bunni|bunni]] 15:44, 21 April 2012 (CDT)&lt;br /&gt;
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== Devil May Cry.  ==&lt;br /&gt;
&lt;br /&gt;
Aite. No worries. :-) --[[User:Zackmann08|Zackmann08]] 11:04, 6 May 2012 (CDT)&lt;br /&gt;
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== Nukes... ==&lt;br /&gt;
&lt;br /&gt;
I'm sorry. You're right. :-( Let me explain where I'm coming from (just so you don't think I'm trolling the site looking for pages to nuke). I am in the process of trying to convert every gun page from the list format to table format. As I go through, whenever I find an entry that is missing a date I go to that entries page. If that page has an &amp;quot;incomplete&amp;quot; tag, is far from complete and hasn't had any work done in a longgg time, I have been nuking them. As was mentioned in the forum, these are (for the most part), drive-by creations. Pages made by a user who was here for a few weeks and then never returned. &lt;br /&gt;
&lt;br /&gt;
But, at the end of the day, you are correct. I will tone it down on the nuke tags and reserve them for REALLY poor pages. Sorry. --[[User:Zackmann08|Zackmann08]] 09:52, 7 May 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== re: M57 ==&lt;br /&gt;
&lt;br /&gt;
Yeah, and looks like he added a bunch of other Zastava guns that were not featured in anything yet. [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 16:02, 7 May 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Infoboxes ==&lt;br /&gt;
&lt;br /&gt;
Hey. So first off, a disclaimer, I am posting the following message for each of the Admins so don't think I'm spamming. Just want to get input from all of you. I have been working on a number of infoboxes for different pages ([[Template:Infobox Movie]], [[Template:Infobox TV]], [[Template:Infobox Video Game]]). I have already gotten some help from [[Bunni]] who installed an additional add-on to facilitate the templates. I would love to get some feedback from you (and other admins) regarding these. Do you like the format? Are there things you would like changed? Should additional information be added? The nice thing is that with the add-on that [[Bunni]] installed, you do not have to provide all the information for the infobox. Any variables left blank will simply not be printed.&lt;br /&gt;
&lt;br /&gt;
Finally, I would like to see how you feel about my adding these to pages. I have gotten positive feedback from a number of users (including at least 3 admins) but before I add this to more than a dozen or so pages (which I have done for testing purposes) I want to really get full permission. I know that sweeping changes are a '''MAJOR''' no-no without full admin approval. Check out the thread in the forum (http://forum.imfdb.org/showthread.php?t=1942). I look forward to hearing your feedback! :-) --[[User:Zackmann08|Zackmann08]] 11:15, 9 May 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The following weapons...&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Oops.... I haven't exactly been consistent on that one. Thanks for letting me know. Sorry about that. --[[User:Zackmann08|Zackmann08]] 16:57, 11 May 2012 (CDT)&lt;br /&gt;
:That makes sense. I will make sure to do that from now on. Sorry (again...) --[[User:Zackmann08|Zackmann08]] 12:12, 15 May 2012 (CDT)&lt;br /&gt;
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== RE5 ==&lt;br /&gt;
&lt;br /&gt;
No, it was with an AI Sheva. I cannot play co-op because the online part of G4WL games does not work in Slovakia. BTW, there was an Ithaca and a Skorpion in her inventory, but no ammo for them, so probably that is why she went with the Beretta. (I also put grenades and mines to her inventory, so that she cannot pick up ammo.) - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 12:27, 16 May 2012 (CDT)&lt;br /&gt;
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== Minor Note ==&lt;br /&gt;
&lt;br /&gt;
I totally get what your saying and agree. We did discuss this a while back. I have stopped removing the entry with the exception of pages that were deleted for not meeting IMFDB standards. And even then I only remove them if the media in question doesn't meet standards, not just because the page wasn't complete. In other words if the page was deleted because no one had worked on it I leave the entry but if the page was deleted because it was a Documentary or a youtube video then I do delete the entry. Thanks for staying on this! --[[User:Zackmann08|Zackmann08]] 14:07, 22 May 2012 (CDT)&lt;br /&gt;
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== Image Error ==&lt;br /&gt;
&lt;br /&gt;
I would try to upload an image to overwrite it eg. uploading something with the same file name. May be a size issue. [[User:Bunni|bunni]] 15:48, 31 May 2012 (CDT)&lt;br /&gt;
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== GoldenEye ==&lt;br /&gt;
&lt;br /&gt;
Hey. Thanks for taking care of [[GoldenEye 007]] for me! What do you think of the new [[:Category:See_Also|templates]]? --[[User:Zackmann08|Zackmann08]] 13:46, 5 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Your LAW Pic ==&lt;br /&gt;
&lt;br /&gt;
No offense, but is that a picture YOU took?  Also the end cap has broken off and that particular one is a trainer (not the sub caliber trainer but a classroom trainer) [[User:MoviePropMaster2008|MoviePropMaster2008]] 21:37, 5 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==aha==&lt;br /&gt;
Yes, that is the first model LAW, the M72.  It doesn't have the metal framed front site but has a solid piece of clear plastic.  When the Army demilled them, they just snapped off the plastic front plate, which makes it hard to fix because the clear plastic base (with the spring) is still in the sight base. Apparently that was done because the first pattern sights were 'night sights' and were &amp;quot;radioactive&amp;quot;.  That pic is still a trainer though.  I will try to post a pic of the actual first pattern LAW.  I have one, but like most folks, my front sight is broken.  They really did some weird stuff to that LAW for the film though (pyro insert tube not withstanding). :D  [[User:MoviePropMaster2008|MoviePropMaster2008]] 13:56, 12 June 2012 (CDT)&lt;br /&gt;
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== Thank ya! ==&lt;br /&gt;
&lt;br /&gt;
Many thanks bud! I promise to use my powers for good. If you, or any of the other admins, ever feel I'm over stepping, please let me know. I may be an admin now, but I still defer to the more senior admins. As for the bot, it is a giant work in progress. If I actually manage to figure out how to make it work, we will get creative with the name. :-) --[[User:Zackmann08|Zackmann08]] 14:39, 26 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Unrelated to firearms ==&lt;br /&gt;
&lt;br /&gt;
Are you the same Evil Tim who [http://lparchive.org/Castlevania-64/ Let's Played ''Castlevania 64'']? [[User:Kadorhal|Kadorhal]] 16:42, 14 July 2012 (CDT)&lt;br /&gt;
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== RE:Stinger / Redeye  ==&lt;br /&gt;
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Done, does that look ok? They don't really look as alike as the SVD and PSL, think it is just the case that people seem to identify any shoulder launched missile as a Stinger when they don't know what it it.  --[[User:Commando552|commando552]] 03:33, 27 July 2012 (CDT)&lt;br /&gt;
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== Template: Screenshot ==&lt;br /&gt;
&lt;br /&gt;
I took care of the optional argument for a page title. That was a really good idea... If you have any more ideas like that, give me a holler and I'll make um happen. --[[User:Zackmann08|Zackmann08]] 13:18, 31 July 2012 (CDT)&lt;br /&gt;
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&lt;br /&gt;
== Evil Tim? == &lt;br /&gt;
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Evil Tim? As in the lets-player? If so...  FINISH GOLDENEYE DAMNIT!&lt;br /&gt;
Also, I love you :3 --[[User:Chris Jeremic|Cheers, Chris J]] 03:10, 7 August 2012 (CDT)&lt;br /&gt;
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== Killer Uzi ==&lt;br /&gt;
&lt;br /&gt;
It looks like this guy is the ''Everybody Hates Chris'' guy. I was going to perma-ban him just for that, but it turns out that the last guy to make that page WASN'T banned. What do you think? --[[User:Funkychinaman|Funkychinaman]] 07:50, 8 August 2012 (CDT)&lt;br /&gt;
:I thought that too, but do you think he's smart enough to completely switch genres? Van tu/leavemealone/Michael Myers covered all the same pages and had the same MO with all of this accounts. --[[User:Funkychinaman|Funkychinaman]] 08:39, 8 August 2012 (CDT)&lt;br /&gt;
::Talked again, you're right, probably the same kid. I gave him six months. You can go over the transcript, maybe you'd like to give him more. --[[User:Funkychinaman|Funkychinaman]] 18:26, 16 August 2012 (CDT)&lt;br /&gt;
:::KillerUzi seemed a bit calmer than Liam, who obviously is venting his rage (at Zackmann, of all people, who wasn't even a user much less an admin when he got booted.) I don't think he'd claim to be younger than he actually was. Liam's previous lies have been about inflating his self worth. Besides, we have a name for KillerUzi. --[[User:Funkychinaman|Funkychinaman]] 08:35, 17 August 2012 (CDT)&lt;br /&gt;
::::Oh, a copycat. I got to read his deleted bio a few minutes ago. Upstate NY and no caps. Declan (KillerUzi) is from upstate NY as well. Oh well, we have a new tidbit for his IMDb page: &amp;quot;Does not take rejection well.&amp;quot; --[[User:Funkychinaman|Funkychinaman]] 08:52, 17 August 2012 (CDT)&lt;br /&gt;
:::::Is KillerUzi the same as Gunner95 then? We made the connection because they both claimed to be 10 year old filmmakers. Gunner95 kept trying to make a page for HIS film, a film no one else could've possibly have seen, which is actually documented on IMDb. The other pages that Gunner95 made also gel with Declan's IMDb bio. So let's lay out the facts here: Layla was a sleeper, almost definitely planted by Liam. His bio also fits with Liam's air force fantasy. Layla also came overnight (East Coast time,) so Layla is probably not Declan (who's a ten year old on the east coast). Weston has the same MO as Layla, but claims to be from the same area as Declan, and that's something he could've only known if he either knew Declan or his movie, since neither KillerUzi or Gunner95 disclosed that here. So maybe they're friends? They both claim to be filmmakers, maybe there's a connection there. Family relations? They both have vaguely Irish names. (oooh, Irish, another connection...) (I've been watching too much Law &amp;amp; Order, can you tell?) --[[User:Funkychinaman|Funkychinaman]] 09:16, 17 August 2012 (CDT)&lt;br /&gt;
:::::::From the Blacklist, it looks like KillerUzi WAS Declan. Hmmmm... --[[User:Funkychinaman|Funkychinaman]] 15:26, 17 August 2012 (CDT)&lt;br /&gt;
::::::You just made me think of that scene in ''Naked Gun'' where Nordberg puts his foot through the door and gets stuck. --[[User:Funkychinaman|Funkychinaman]] 09:41, 17 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== New User ==&lt;br /&gt;
&lt;br /&gt;
??? You gootta be a little more specific there buddy... Not really sure who or what you're talking about... --[[User:Zackmann08|Zackmann08]] 10:11, 12 August 2012 (CDT)&lt;br /&gt;
:There are 2 people who are authorized to create new users. Myself and Bunni. Seeing as Bunni is the owner and manager of the site and that HE authorized the account, I'm pretty sure its okay. Furthermore, Chris and I have already discussed this individual and you needn't worry about him. If he does cause trouble, Chris and I will be all over it but we have spoken with the individual in question and are not worried. --[[User:Zackmann08|Zackmann08]] 13:15, 12 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Re AKS-47==&lt;br /&gt;
&lt;br /&gt;
Don't we already have an image of a Type 3 AKS-47? Also, the one you're adding has a bit too much white space at the top and bottom. Evil Tim 10:07, 13 August 2012 (CDT) &lt;br /&gt;
Okey, well I thought that the picture was a good display of a T3 underfolder. But if I cut the picture so there's less white, would it be better? --[[User:TheJoker|TheJoker]]&lt;br /&gt;
&lt;br /&gt;
==Hey==&lt;br /&gt;
Sure, if you want. I didn't think I had enough to warrant an archive though. As for Goldeneye, looks good. If you have a game that brings in a bunch of kids, mistakes come with the territory. The guns in the game certainly look a lot better than the original. (I still can't believe all the grief the original has caused.) BTW, what do you use to get console caps? My capture device kinda sucks, and I've been thinking about upgrading. --[[User:Funkychinaman|Funkychinaman]] 10:02, 14 August 2012 (CDT)&lt;br /&gt;
:Ah yes, Hauppauge! I had one of their TV capture cards back in the day. I'd still use it if I was trying to get caps from an NES. I tried getting caps for ''[[Call of Duty: Finest Hour]]'' a few months ago with the no-name device I had, and it sucked. I've been looking into upgrading. --[[User:Funkychinaman|Funkychinaman]] 11:09, 14 August 2012 (CDT)&lt;br /&gt;
::$185 on Amazon, yikes! --[[User:Funkychinaman|Funkychinaman]] 11:09, 14 August 2012 (CDT)&lt;br /&gt;
:::I played the Wii version on my buddy's Wii when it came out, and I DLed the demo of the Xbox version a few months ago. It wasn't bad, it was just... unremarkable. I don't know why they keep trying to trade on the ''Goldeneye'' name when there are plenty of other Bond titles that have never had a game. I was encouraged when EA did the ''From Russia with Love'' game, but I guess Activision thought differently. --[[User:Funkychinaman|Funkychinaman]] 08:45, 15 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==BO2 Pics==&lt;br /&gt;
&lt;br /&gt;
Im ok with take screenshots of the entire screen but theres just one problem: the four gamescom videos have been made private and those videos have weapons not seen in the other previews. I have screenshots but there the ones you warned me about so should I upload them or wait till someone can get full screenshots?[[User:Mr.Ice|Mr.Ice]] 14:17, 14 August 2012 (CDT)&lt;br /&gt;
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== New Vandal ==&lt;br /&gt;
&lt;br /&gt;
FYI [[User:Weston1911|Weston1911]] is indiscriminately vandalising random pages. Have undone his edits so far, seems like the new system keeps out the bots but not the dicks.  --[[User:Commando552|commando552]] 08:08, 17 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason he puts so much effort into messing stuff up?  --[[User:Commando552|commando552]] 08:24, 17 August 2012 (CDT)&lt;br /&gt;
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== Commando ==&lt;br /&gt;
&lt;br /&gt;
I'll do you one better... It is done. Good thinking. --[[User:Zackmann08|Zackmann08]] 09:49, 17 August 2012 (CDT)&lt;br /&gt;
:Also, sorry for &amp;quot;Weston1911&amp;quot;. Thank you for helping clean up his mess... :-( --[[User:Zackmann08|Zackmann08]] 10:17, 17 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the admin recommendation! --[[User:Commando552|commando552]] 11:12, 17 August 2012 (CDT)&lt;br /&gt;
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== Spam ==&lt;br /&gt;
&lt;br /&gt;
So spam has dramatically decreased lately as a result of the new system put in place by [[Bunni]] but we still have the occasional jerk who gets through. For future reference, if anyone does start doing stuff like our pal [[user:Weston1911|Weston1911]] did, will you message me? I am compiling a &amp;quot;blacklist&amp;quot; that includes the e-mail and IP the user used when they registered. It will help prevent them from registering in the future. Thanks man! --[[User:Zackmann08|Zackmann08]] 10:33, 17 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Weston1911=Liam? --[[User:Ben41|Ben41]] 14:59, 17 August 2012 (CDT)&lt;br /&gt;
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::I was wondering about that myself.--[[User:Jcordell|Jcordell]] 09:38, 18 August 2012 (CDT)&lt;br /&gt;
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== Removed Picture of SIG-Sauer P228 ==&lt;br /&gt;
Why have you removed my picture of a SIG-Sauer P228!? It is a blankadapted gun and I haven't removed the other picture of a P228. Tell me why please. --[[User:thejoker|thejoker]]&lt;br /&gt;
&lt;br /&gt;
== Removed Picture of Kalshnikov AKS ==&lt;br /&gt;
Have you also removed my picture of a AKS with folding stock unfolded? Why do you do this, whats wrong whit the pictures according to you? It has taken me quite alot of time to find these images and crop or cut them down whatever, it makes me a bit irritated to be frank with you. --[[User:thejoker|thejoker]]&lt;br /&gt;
&lt;br /&gt;
== Re Removed Picture of SIG-Sauer P228 ==&lt;br /&gt;
This picture is also of a blankadapted SIG, and I didn't remove the other picture of a SIG, I only added mine that is in high quallity defination. Also even if the picture already there is a SIG P228, i don't claim otherwise, actually looks more like a air-soft gun. Look at the talkpages for SIGs and you see other has maked that claim, and said that they would have wanted an aditional picture. --[[User:thejoker|thejoker]]&lt;br /&gt;
::HI there Evil Tim.  I admit that the Sig P228 is probably the worst gun in our inventory.  It had been slid under a truck and had been actually repaired several times. It is NOT an airsoft, but it does look like crap.  The grips were sanded down for some strange reason a long time ago and I don't know why.  I will pull another P228 today and resubmit it.  Great work BTW.  I've been pretty busy with movies and stuff so I have not had time to resubmit gun pics.  [[User:MoviePropMaster2008|MoviePropMaster2008]]&lt;br /&gt;
&lt;br /&gt;
== Re Removed Picture of Kalashnikov AKS ==&lt;br /&gt;
You are right that it is a small picture, but it is the only picture of an actual AKS with the stock unfolded, the old picture I put up which was taken from the right side I removed because I had touble uploading it and if you use it you have to put it in uneven, strange, number of pixels or it will look compressed. The size of the new picture is adequate in size to use, I thougt You shouldn't have the reference picture the same size as the screencaps anyway. --[[User:thejoker|thejoker]]&lt;br /&gt;
&lt;br /&gt;
== Re Removed Pictures ==&lt;br /&gt;
Okey, I wont argue any more about the SIG P228 picture as he will upload a new one. Why I started replacing AKS pictures was because users had used the Type I AKS with a stamped receiver when the guns in the screencaps were clearly of milled receiver type, also since the Type I AKS had it's stock unfolded I thought it would fit to have a Type III with a stuck unfolded, wich makes the guns in the picture match the AKs with woodn' stock in size which looks better.The picture that I uploaded before, the one that looked compressed, sometimes actually needed to change more than one px, not always though, to update so it would look uncompressed. I tried whit one and then took of one px at a time untill updated. I'm not the best at how all this stuff work I admitt that but I'm telling you what actually hapened. If [[User:MoviePropMaster2008|MoviePropMaster2008]]s pictures is the ones to go with we, or you as I don't know how to talk to him on his page, sould ask him to upload an aditional picture of an AKS Type III with it's stock unfolded. --[[User:thejoker|thejoker]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Revolver In Code Name Red Rooster (Täcknamn Coq Rouge) ==&lt;br /&gt;
Are you good with identifying revolvers? I'm not that good at that, or I don't think so anyway, so could you take a look at the page of this movie and see if my assumption of the gun I labeld as a S&amp;amp;W Model 27 is right. I can't see if the barrel is tapered but it looks slimmer then what a barrel of a Model 29 in .44 Magnum (wich it is said to be in dialouge) appears to be. I appreciate help with. --[[User:thejoker|thejoker]]&lt;br /&gt;
&lt;br /&gt;
== Age requirement ==&lt;br /&gt;
I have no qualms about imposing such a requirement. We just have to publicize it. And do we grandfather in the existing underage users or boot them? --[[User:Funkychinaman|Funkychinaman]] 13:00, 19 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Octopussy Unknowns ==&lt;br /&gt;
Did you delete the unknown listed guns on the Octopussy page? In that case, why did you do that? If you didn't think they sould be on the main page why not just move them to the talkpage? Why delete them compleatly? [[User:Thejoker|Thejoker]] 10:43, 21 August 2012 (CDT)&lt;br /&gt;
:Sorry someting was wrong the first time I saw the page today, sorry about that! [[User:Thejoker|Thejoker]] 10:47, 21 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== FPG pictures  ==&lt;br /&gt;
&lt;br /&gt;
He didn't replace a real gun image actually, the one Zack added was an airsoft as it is marked &amp;quot;FPG&amp;quot;.  --[[User:Commando552|commando552]] 07:34, 25 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
Not really, I think that is just left over from when someone got confused and thought that the FPG was the production version and FMG-9 was the prototype. --[[User:Commando552|commando552]] 08:29, 25 August 2012 (CDT)&lt;br /&gt;
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== Ground Zeroes ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
&lt;br /&gt;
Can you recreate the article? We have more than one weapon exposed now (the Mini-UZI in addition to the FN FNC, as well as some other weapons), so it would warrant it. [[User:Pokeria1|Pokeria1]] 00:08, 2 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Personal Attack&amp;quot; on Rockwolf66 ==&lt;br /&gt;
&lt;br /&gt;
Evil Tim, when I reversed his reversion of my reply to him on the M16 Series Talk page, I removed the Personal Attack thing and just left the rest of my reply to him.  Can I bring back my comment again without anything that could be seen as attack?  [[User:Jeddostotle7|Jeddostotle7]] 15:28, 3 September 2012 (CDT)&lt;br /&gt;
:Yeah, I was going to remove the second half.  Also, yeah, even though the STANAG magazines were never fully accepted by NATO, they're still called STANAG.  Also, apparently, they're a &amp;quot;Draft STANAG&amp;quot;.  [[User:Jeddostotle7|Jeddostotle7]] 09:07, 4 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== MGS3 Hind-A ==&lt;br /&gt;
&lt;br /&gt;
Sorry for not getting to this sooner but I found [http://www.fas.org/man/dod-101/sys/ac/row/mi-24.htm this article] and apparently the Hind A can mount Yak B's and they can mount the GSh-30K. I've read the talk page and some mentioned how the devs messed up and the mg on the Hind looks like a DShK which could be possible due to dev laziness and just mounted it one there since its the only heavy machine gun in the game.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 15:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just FYI, the gun on the Mi-24A (don't say Hind-A as that is a NATO designation referring to several different versions with different armaments) has a Afanasev A-12.7 machine gun.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:47, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tactical Ops: Assault on Terror ==&lt;br /&gt;
&lt;br /&gt;
Tactical Ops: Assault on Terror isn't my page. I am just cleaning up the grammar and adding game content to it. I love TO:AoT and still play it on my computer. I saw a few mistakes in content and a lot of bad grammar and started to rearrange the text and tidy up. &lt;br /&gt;
&lt;br /&gt;
As for the Heckler &amp;amp; Koch SMG II / MP2000 mistake, I thought they were the same program. Gun magazines I read during the trial periods made it seem like they were one and the same. Maybe you should expand the entry, as I have never heard of SMG I / SMG II as being distinct programs an there is no mention of MP2000. &lt;br /&gt;
&lt;br /&gt;
[[User:Hotspur23|Hotspur23]] ([[User talk:Hotspur23|talk]]) 23:39, 9 September 2012 (EDT)&lt;br /&gt;
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== Black Ops 1 Live Action Commercial==&lt;br /&gt;
&lt;br /&gt;
After seeing that the live action commercial for MW3 was screencaped and put on the talk page I decided to do the for the first Black Ops live action commercial. The problem is that I can barely read the talk page for it without Firefox crashing on me so I was wondering if you could archive it so I can post the screenshots. Thanks.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 15:41, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Metal Gear Solid 3: Snake Eater ==&lt;br /&gt;
&lt;br /&gt;
Why is &amp;quot;The Boss's signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly an M231 Firing Port Weapon&amp;quot; the preferred information for the &amp;quot;Patriot&amp;quot; entry when the [[Rocky Mountain Arms Patriot Pistol|Patriot]] actually exists? --[[User:Rufford|Rufford]] ([[User talk:Rufford|talk]]) 11:24, 25 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: AC3 ==&lt;br /&gt;
&lt;br /&gt;
Yeah, now I see. The original author was supposed to add at least the names of the characters even if he could not identify the gun. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] ([[User talk:Bozitojugg3rn4ut|talk]]) 14:34, 28 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1887 ==&lt;br /&gt;
I did that because the image had vansihed from everywhere as far as I could find. It's the same image. What do I need to do exactly? I see that it's still there so why restore the old one when we have the same image just under a new name.Not trying to start an argument mind you just curious. Thanks. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 09:10, 6 December 2012 (EST)&lt;br /&gt;
Okay. I didn't see that image of the shark. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 09:45, 6 December 2012 (EST)&lt;br /&gt;
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== Bozitojugg3rn4ut  ==&lt;br /&gt;
&lt;br /&gt;
I quite concur. Let me discuss it with the rabbit. :-p --[[User:Zackmann08|Zackmann08]] ([[User talk:Zackmann08|talk]]) 12:26, 8 December 2012 (EST)&lt;br /&gt;
:Thank You for suggesting me. Will continue what I did before. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] ([[User talk:Bozitojugg3rn4ut|talk]]) 14:59, 8 December 2012 (EST)&lt;br /&gt;
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== Star Wars ==&lt;br /&gt;
&lt;br /&gt;
[[User:Lenijo|Lenijo]] redid the edit that you had undone on [[Star Wars]]... Did he discuss this with you? I do NOT know enough about the movie and the props to know if he is correct or not... I'm going to leave it for now but wanted to make sure you were aware. --[[User:Zackmann08|Zackmann08]] ([[User talk:Zackmann08|talk]]) 19:54, 8 December 2012 (EST)&lt;br /&gt;
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== Spambot ==&lt;br /&gt;
&lt;br /&gt;
Thanks for catching that. Funky took care of it already but good eye. --[[User:Zackmann08|Zackmann08]] ([[User talk:Zackmann08|talk]]) 10:57, 18 December 2012 (EST)&lt;br /&gt;
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==Binary Domain pistol==&lt;br /&gt;
It looks like a SIG-Sauer with a USP-style safety. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:52, 21 December 2012 (EST)&lt;br /&gt;
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== MGS4 Speargun ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
&lt;br /&gt;
Regarding the Speargun, you can find it on here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=CIUl7oc1Tcc&lt;br /&gt;
&lt;br /&gt;
In fact, it's at the very beginning of this ad (0:02-0:07).&lt;br /&gt;
&lt;br /&gt;
I don't know the make, though.&lt;br /&gt;
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[[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 19:06, 22 December 2012 (EST)&lt;br /&gt;
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== Tropico4 ==&lt;br /&gt;
&lt;br /&gt;
Hello! You are right, thank you for your vigilance. I was going to edit it but it seems another user has done it. I am new to this whole wiki editing business, is it custom to respond on something you wrote on my user page discussion by writing on yours? Or should I write my message under your message that was posted on my page? Thanks for helping a newbie out. Peace [[User:Innawoods|Innawoods]] ([[User talk:Innawoods|talk]]) 07:07, 31 December 2012 (EST)&lt;br /&gt;
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== Style guide ==&lt;br /&gt;
&lt;br /&gt;
I didn't even think of mocap. I asked about it last year when I finished the Tintin page, but I don't think I ever got an answer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:58, 10 January 2013 (EST)&lt;br /&gt;
:I was thinking about adding a blurb on some of the more obscure actors who had prominent roles in video games, like [[James C. Burns]] (voice and mocap of Frank Woods) and [[Rich McDonald]] (voice and mocap of Section) like I did for [[Craig Fairbrass]]. I suppose you could add a blurb for stars like Chow Yun-Fat or Sam Worthington as well. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 03:12, 10 January 2013 (EST)&lt;br /&gt;
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== Skyfall ==&lt;br /&gt;
&lt;br /&gt;
The vertical grip is a lot longer in the movie, which made me think it was a magazine. It looks like a prop that was just whipped up. If I recall, doesn't he carry it dissembled in a briefcase? There's no reason it should be this blocky.&lt;br /&gt;
&lt;br /&gt;
Sometimes an entry in a series is good good, it ruins the series because no subsequent entry can compare favorably with it, (''[[Aliens]]'' always comes to mind) and I always thought Bond games were victims of ''Goldeneye 007'''s success and legacy, but that sounds truly awful. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:43, 22 January 2013 (EST)&lt;br /&gt;
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:I've put forward my random opinion on the talk page, which is that it is built off of a Remington 700 AICS chassis without the plastic outer stock. I haven't seen it since it since it first came out in the UK, but I think the reason it is blocky was that it was actually built ''from'' a suitcase or something crazy like that.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:30, 22 January 2013 (EST)&lt;br /&gt;
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== Bioshock Infinite - Kar98k, not 1903 ==&lt;br /&gt;
&lt;br /&gt;
Check out the upper handguard on the sniper rifle in Bioshock: Infinite. Clearly that of a Kar98k, not a Springfield 1903. Additionally, the rear sights match that of the Kar98k. There are no discernible features on the sniper that resemble a 1903, other than the generic-looking buttstock. (Just to mention:) The front sights are enfield-style, which is odd.&lt;br /&gt;
&lt;br /&gt;
So, let's tally things up:&lt;br /&gt;
Similarities to 1903: Front sling attachment.&lt;br /&gt;
Similarities to Kar98k: Rear sight, upper handguard.&lt;br /&gt;
Similarities to Enfield: Front sight.&lt;br /&gt;
I'd say the Kar98k still wins out. Unless you can provide pictures to support your claim that it is more similar to a 1903A3, I'm gonna have to change it back to the Kar.&lt;br /&gt;
&lt;br /&gt;
==Crysis 3==&lt;br /&gt;
FYI, I have finished screencaping and finalizing the page. Anything else you want to add or change, feel free to do so. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 21:40, 5 April 2013 (EDT)&lt;br /&gt;
:Well, to be honest, the Crysis games now, with the exception of the first one, are very disappointing and dissatisfying anyway compared to the [[Far Cry]] series, which got even better with [[Far Cry 3]] (although it got monotonous after the game is completed and all of the outposts are captured). Besides, the plot of [[Crysis 3]] is nothing interesting and can be simplified as, &amp;quot;I'm Prophet and I can kill everything!&amp;quot; and a smaller step backwards compared to the older games. Also, I only notified you of the page so you can offer whatever comments you have of the subject based on whatever we know from the older games since there's so much to the game and it makes occasional references to the first game that I might be missing a few things. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 20:53, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GTA 2: The Movie&amp;quot;== &lt;br /&gt;
I've been wondering about this for a while now but I wasn't sure if the promotion video for Grand Theft Auto 2 could be documented here. In case you didn't know the &amp;quot;GTA 2 Movie&amp;quot; is really an unnamed film released by DMA Design (now known as Rockstar North) and is currently available on Rockstar's site. The reason I am asking is because I am not sure where exactly to put it since GTA 2 doesn't seem to have anything resembling &amp;quot;real&amp;quot; firearms (take a look at the HUD icon for the [http://images.wikia.com/gtawiki/images/a/a7/Pistol-GTA2-icon.png Pistol] and per the rules dose not warrant a page.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 19:20, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Dragon==&lt;br /&gt;
It appears rather unprecedented. I think the closest comparison I can come up with offhand is ''Command &amp;amp; Conquer: Red Alert'', and that ended up spawning its own franchise. Like I said before, I think it should be its own page, as it's a standalone, has an independent plot, looks dramatically different, and FC3 page is already pretty big as is. If ''[[Call of Duty: United Offensive]]'' has its own page (and I don't think it should), this should certainly qualify. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:13, 2 May 2013 (EDT)&lt;br /&gt;
:Oh, absolutely. I actually tried merging it with the ''Call of Duty'' page a few months ago like I did the ''Jagged Edge 2'' and ''Jagged Edge 2: Unfinished Business'' pages, but it was too much of a pain. I can go either way with ''Warhead'', since it's its own game, but with the same plot and weapons as ''Crysis.'' --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:18, 2 May 2013 (EDT)&lt;br /&gt;
::Zombies needs the actual COD game to run however, and at least when it began, it used the same weapons and levels of the root game. (It's pretty much its own franchise now, they might as well just make the next Treyarch game all zombies.) I didn't know it was only five weapons, however. Then, I suppose, there's no point. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:46, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== HD Images ==&lt;br /&gt;
&lt;br /&gt;
:If you say so.&lt;br /&gt;
&lt;br /&gt;
:My image from a DVD, is 1,353 × 566 pixels, file size 175 KB, or .175 Mbits:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Your image from a Blu-ray,  is 1,920 × 797 pixels, file size: 120 KB, or .120 Mbits:&lt;br /&gt;
&lt;br /&gt;
:Please explain to me how a file with 120 KBs has ''more'' information, or &amp;quot;data&amp;quot; if you prefer, than a file with 175 KBs?&lt;br /&gt;
&lt;br /&gt;
--[[User:Elzzupa|Elzzupa]] ([[User talk:Elzzupa|talk]]) 8:22, 8 May 2013 (PDT)&lt;br /&gt;
::My point was that the ''source'' image (DVD or Blu-ray) is irrelevant with respect to the quality of a JPG. I hardly think that is a controversial statement. --[[User:Elzzupa|Elzzupa]] ([[User talk:Elzzupa|talk]]) 8:47, 8 May 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::We are talking past one another. Not much point. Over and out. --[[User:Elzzupa|Elzzupa]] ([[User talk:Elzzupa|talk]]) 9:42, 8 May 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
I'm not mistaken and I am not lying and you guys are just plain wrong. I really don't care what you think; the images speak for themselves. ''[[Battle Cry]]'' came from a used DVD, which I played on my Toshiba laptop and used to capture the images. What you see on my pages is exactly what came out of my computer.&lt;br /&gt;
&lt;br /&gt;
So, if you think I'm mistaken, it is you, kind sir, who is mistaken.--[[User:Elzzupa|Elzzupa]] ([[User talk:Elzzupa|talk]]) 11:07, 8 May 2013 (PDT)&lt;br /&gt;
:Thanks, Tim. I appreciate it. I am still new here and will doubtlessly make a lot of mistakes before I figure things out. But I do like contributing and I value the comments and advice from those of you who are more experiened on the site. .--[[User:Elzzupa|Elzzupa]] ([[User talk:Elzzupa|talk]]) 06:30, 13 May 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game screenshots ==&lt;br /&gt;
&lt;br /&gt;
Hi. I have noticed you have done several video game pages on IMFDB, and was wondering if you could help me out. I recently got rid of my old laptop and built a semi-powerful PC. I have always concentrated my focus on films and television series on IMFDB, but now I have the chance to do video games too. I just don't know what to use when taking shots from video games. There's a couple of games I see here that lack proper screenshots, and since no one else seem to be wanting to finish them off, I might as well give it a shot. I've tried a couple of screenshot programs like Gadwin and Greenshot, but they were not to my liking. I've heard Fraps is good, but my roommate/friend says it's a piece of crap. If you could give a tip or two, I'd be grateful. Thanks in advance, --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:26, 9 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wow, thanks for the swift response. I've used Steam's screencap utility before, usually when I'm playing e.g. Red Orchestra 2 with my friends (The game's pretty glitchy and offers funny screenshots on a daily basis). I think I'm gonna give Fraps a shot, see if it is to my liking. And thanks for the tip on the mouse, I have an older Logitech gaming mouse and I'll definitely be dedicating one of these buttons to taking screenshots. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:20, 10 May 2013 (EDT)&lt;br /&gt;
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== Naked Gun undo..? ==&lt;br /&gt;
&lt;br /&gt;
Why didn't you like me using that &amp;quot;S...&amp;quot; word? It was certainly more accurate than just using &amp;quot;disastrous&amp;quot; on its own.&lt;br /&gt;
[[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 21:17, 19 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Images can be deleted ==&lt;br /&gt;
*File:SOCOM 4 SFCR-HW 01.jpg&lt;br /&gt;
*File:IAR556.jpg&lt;br /&gt;
*File:SOCOM 4 M60 01.jpg&lt;br /&gt;
*File:SOCOM 4 Mos 590 01.jpg&lt;br /&gt;
&lt;br /&gt;
I've replaced them on the page with better images. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:15, 29 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==T2==&lt;br /&gt;
The images for [[T2]] were already there as the page was finished by GM45 years ago.  Kenny99 is just upgrading the quality to HD. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 19:20, 5 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TDI/KRISS Vector ==&lt;br /&gt;
&lt;br /&gt;
I moved it back to KRISS Vector. I'm not sure if there's a precedent to refer to the original company. In this case, it's the same company, they just changed names. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:25, 18 July 2013 (EDT)&lt;br /&gt;
:Well I won't dispute that. There was a discussion on naming over at [https://en.wikipedia.org/wiki/Talk:TDI_Vector#TDI_Vector wikipedia] as well. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:56, 19 July 2013 (EDT)&lt;br /&gt;
::That bothered me too. (No one calls it a *Boeing* F-4 Phantom.) I looked at pages like the Steyr TMP/B&amp;amp;T MP9 and Magpul Masada/Bushmaster ACR pages, and at least they have separate sections for both. Unfortunately, it looks like no one bothered to denote the variants, so it'd be hard to do a separate KRISS USA section.  --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:47, 19 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle ==&lt;br /&gt;
&lt;br /&gt;
I didn't think too much about it, I was just doing maintenance. I would like to see the change made to some pages though, like [[MP40]] or [[Uzi]], to &amp;quot;MP40 submachine gun&amp;quot; or &amp;quot;Uzi submachine gun.&amp;quot; That would allow redirects to go directly to the variant. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:05, 31 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re: Updating images ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the info, I will remember it for future. Well, I'm gun enthusiast, not IT enthusiast ;) --[[User:Chris22lr|Chris22lr]] ([[User talk:Chris22lr|talk]]) 09:56, 12 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re: &amp;quot;Radom&amp;quot; pistol official name ==&lt;br /&gt;
&lt;br /&gt;
Yes, You're right: name of that pistol should read &amp;quot;wz. 35&amp;quot; - my fault. Polish naming conventions are somehow unclear: sometimes they use full year, sometimes not. For example Polish Tokarev copy full name is &amp;quot;pistolet wojskowy wzór 1933&amp;quot; (military pistol model of 1933), and it's abbreviation &amp;quot;pw wz. 33&amp;quot;, but I've seen documents calling it &amp;quot;pw wz. 1933&amp;quot;, &amp;quot;pw wz.33&amp;quot; (no space), or &amp;quot;PW wz. 33&amp;quot;. It's even more fun with Polish PPS SMG copy, that was often called PM-43 - &amp;quot;PM&amp;quot; is Radom factory designation for indigenous SMG designs, and they never used that name on &amp;quot;pm wz. 43&amp;quot; (USSR designs in Poland had the same names in army and Radom works). And in fact both (pw wz. 33 and pm wz. 43) designations don't comply with Polish naming convention - numbers should indicate year when particular firearm was adopted (1944 in this case).&amp;lt;br /&amp;gt;&lt;br /&gt;
I'm going then to fix names of other Polish guns which are on IMFDB, if that's not a problem, but I'll leave [[RADOM (Polish WZ. 35 VIS Pistol)]] as it is for a while - until me and [[User:Commando552|Commando552]] will find if it's name should use caps (like it's on the gun's slide), or not (like in producer's documents). --[[User:Chris22lr|Chris22lr]] ([[User talk:Chris22lr|talk]]) 12:47, 13 August 2013 (EDT)&lt;br /&gt;
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==Tigr==&lt;br /&gt;
Whoops, I didn't see that one. Some noob was just dropping HTML links, and I just followed that one. I can swap it out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:45, 19 August 2013 (EDT)&lt;br /&gt;
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== M27 IAR ==&lt;br /&gt;
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Are you sure that it's better to place the M27 IAR in the assault rifles section in the page [[Call of Duty: Black Ops II]]? It's actually a squad automatic weapon, and in the pages [[Battlefield 3]] and [[Battlefield Play4Free]] it is in the Machine Guns section. And can you check the last topics I wrote for the Bizon-2 with early stock here: [[Talk:Izhmash PP-19 Bizon]] and for the Remington 870 MCS here: [[Talk:Remington Model 870]]?&amp;lt;br&amp;gt;And a question: do usual bolt-action rifles with internal magazines or stripper clip (such as [[Remington 700]] and [[M1903 Springfield]]) hold 1 extra round in chamber? It seems not, but I just wanna make sure.&amp;lt;br&amp;gt;--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:26, 31 August 2013 (EDT)&lt;br /&gt;
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== RE: ==&lt;br /&gt;
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I see... but what about the two talk pages that I mentioned before? (I asked about the production date of the 870 MCS and about the Bizon-2 with the early stock)&amp;lt;br&amp;gt;And it seems that in real life, open bolt weapons do not need to be cocked after reloading an empty magazine (unless the trigger was held down after emptying the mag for example). Is it true for ALL open-bolt weapons? (including some like AA-12, MG3, M60, Thompson, etc)? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:57, 2 September 2013 (EDT)&lt;br /&gt;
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== Saving Private Ryan ==&lt;br /&gt;
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My Blu-ray doesn't have the grainy, saturated look of the original release, so I'm trying to recreate it with Fast Stone.  There was a section about this in the discussion section. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 15:29, 6 November 2013 (EST)&lt;br /&gt;
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== Server issues ==&lt;br /&gt;
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We're out of drive space. I've cleared enough space for uploads to resume but I will double our drive space tomorrow night, it will involve approximately 3 hours of downtime if everything goes smoothly. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 02:30, 10 November 2013 (EST)&lt;br /&gt;
:Pages edited yesterday are loading fine for me now, are you still experiencing this? Also, can you screenshot the error you're seeing on logged out Vector skin? Mine looks good in all browsers. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 13:50, 10 November 2013 (EST)&lt;br /&gt;
::Upgrades are done and everything looks good to go to me. Let me know if you run into any issues. I'm working on the borked layout issue in some browsers, it seems to be a css issue. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 06:06, 13 November 2013 (EST)&lt;br /&gt;
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== MSBS ==&lt;br /&gt;
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Do not remove the name &amp;quot;radon&amp;quot;. A series of rifles MSBS called &amp;quot;radon&amp;quot;. This is a proper name. Rifle without a name &amp;quot;radon&amp;quot; is incorrectly named. --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 15:38, 29 November 2013 (EST)&lt;br /&gt;
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==Call of Duty==&lt;br /&gt;
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User &amp;quot;Mandolin&amp;quot; destroys article [[Call of Duty (2003)]]. Please apply consequences.&lt;br /&gt;
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== Re: Article Format ==&lt;br /&gt;
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Thanks man, was not aware, I appreciate it. --[[User:Patchals|Patchals]] ([[User talk:Patchals|talk]]) 08:32, 1 December 2013 (EST)&lt;br /&gt;
:I was wondering what some of those guns were, thanks for the help. [[User:Patchals|Patchals]] ([[User talk:Patchals|talk]]) 17:14, 1 December 2013 (EST)&lt;br /&gt;
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== Broken links ==&lt;br /&gt;
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I'm not in favor in keeping broken links around, especially for video games. Aside from the fact that there isn't actually anyone working on &amp;quot;wanted games&amp;quot; at the moment (as far as I know), without screencaps, there's also no way of verifying if the information is actually true. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:14, 6 December 2013 (EST)&lt;br /&gt;
:The idea of poaching caps from other wikis is distasteful, at least without giving them credit. I hate it when people do it to us. And those were two PS1 games and a PS2 game, I think the probability of them getting good pages at this point is low, at best. I actually think the chances of us seeing good pages from console-only games other than from you are remote, giving the expense and time needed. Do you know of any other regular who can get good console caps?  --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:44, 6 December 2013 (EST)&lt;br /&gt;
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== Error files ==&lt;br /&gt;
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List:&lt;br /&gt;
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http://www.imfdb.org/wiki/File:LocBren.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocBren2.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocMMGpaki.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocCarl1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocCarl2.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocINSAS1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocINSAS3.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocINSAS4.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocAKpak.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocAKpak2.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:LocAKpak3.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:P90-45-matte.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:PMCAR15_2.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:PMM37.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.imfdb.org/wiki/File:RisingSnub1.jpg&lt;br /&gt;
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The 15 Files -[[User:KINKI'boy|KINKI'boy]]([[User talk:KINKI'boy|talk]]) 11:13, 9 December 2013 (JST)&lt;br /&gt;
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:Thanks.-[[User:KINKI'boy|KINKI'boy]]([[User talk:KINKI'boy|talk]]) 11:23, 9 December 2013 (JST)&lt;br /&gt;
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== Thanks ==&lt;br /&gt;
&lt;br /&gt;
Basically thanks for banning me for a day. I was pretty nervous yesterday and basically wrote some gibberish without researching and not paying any attention to the writing style. I improved and till the ban passed I was sitting here roaming through &amp;quot;unidentified&amp;quot; category and identified a few things as well as writing sections in MS Word. I really hope to prove that I can be valuable contributor for this website. Thanks, again --[[User:Kloga|Kloga]] ([[User talk:Kloga|talk]]) 19:57, 18 December 2013 (EST)&lt;br /&gt;
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== Metal Gear Solid 4 and Rising ==&lt;br /&gt;
&lt;br /&gt;
Your user page claims MGS4 is still on your list, but it's clearly been a while since you uploaded screenshots for that game. Are you still &amp;quot;on the job&amp;quot; or not? It would have been nice if you could have gotten screenshots of character-specific weapons in MGO (such as Raiden with his HK Mk. 23 handgun that he only draws in multiplayer), but that ship is obviously not coming back. &lt;br /&gt;
&lt;br /&gt;
As for Rising, what are you going to do if the PC version is locked to 720p or a lower resolution (as is common for sloppy PC ports of console games)? Konami used to be better than this (just check out my screenshots for [[Silent Hill 3]]) but a more recent title of theirs, [[Silent Hill: Homecoming]], was both resolution-locked and crash-prone. I wouldn't be surprised if this was also the case for MGR:R. Come to think of it, it would have been nice if Konami had released a good PC port of MGS4 so people could continue to play MGO2 (and get more updates for it; why are so few weapons from the main game available for MGO2?). &lt;br /&gt;
&lt;br /&gt;
And I was referring to how Sam's sheath operates. It certainly isn't built to ''completely'' resemble a blank-cartridge-using captive bolt &amp;quot;pistol&amp;quot; (and I take issue with that term when applied to things like that, but that's another story), but it certainly ''operates'' like one in that it projects the shaft of a bolt a short distance from the barrel (albeit to propel a sword forward and not for striking something directly with the bolt shaft). To my knowledge, &amp;quot;semiautomatic&amp;quot; captive bolt pistols using blank cartridges haven't been made in reality, not because it's technically impossible, but because captive bolt pistols using compressed air can provide &amp;quot;semiautomatic&amp;quot; operation without the cost of blank ammunition. I made a similar comparison for the [[Metro 2033]] page when I mentioned how the [[Metro_2033#.22Helsing.22_Speargun|&amp;quot;Helsing&amp;quot; Crossbow]] resembles a pepperbox revolver despite not being a firearm.  &lt;br /&gt;
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I'm not one for edit wars, but I would like to respectfully request that the relevant parts I added in (such as bolt shaft of Sam's sheath retracting on its own being similar to that aspect of real captive bolt pistols) be retained in your next edit for that section, as well as the unrealistic aspects of the sheath with regards to swordsmanship. Why is Sam's sheath back in the &amp;quot;Rifle&amp;quot; section despite it not being a firearm (it doesn't even throw a projectile free of the barrel and obviously features no barrel rifling), anyway? &lt;br /&gt;
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Please look into adding a screenshot from the opening scene in Sam's DLC I mentioned in the last edit as well. Come to think of it, more shots from his DLC campaign would be nice too. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:50, 30 December 2013 (EST)&lt;br /&gt;
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:E-cigs? That sounds like something the various Snakes would scoff at. Anyway, yes, an honest-to-goodness combat-capable katana wouldn't hold up under &amp;quot;HF conversion&amp;quot; because in all likelihood something like that would require a specific material compound with different structural properties than sword-appropriate steel. MG:R handwaves this by claiming the high-frequency process isn't like the &amp;quot;vibroblade&amp;quot; concept of older sci-fi but instead causes vibration on a molecular level that strengthens the material. &lt;br /&gt;
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:You could restart work on MGS4 by first providing screenshots solely for the weapons you haven't provided sufficient screenshots for first, then remaking those that already exist in low definition. Would be easier that way.--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 02:37, 11 January 2014 (EST)&lt;br /&gt;
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== Ghosts ==&lt;br /&gt;
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Dude, why are you constantly undoing all the edits i'm doing to the COD: Ghosts page? That's exaggeration; I'm sure that not everything deserves to be undone; furthermore, you're not even specifying the reason/summary of your removal of my edits. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:33, 12 January 2014 (EST)&lt;br /&gt;
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== Hey! ==&lt;br /&gt;
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Welcome back! I was just wondering on the forum what happened to you. I'm glad someone can be the default video game guru again, I was just treading water. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:00, 18 September 2014 (EDT)&lt;br /&gt;
:I figured since we locked it, people had to ask us. I don't really use Skype anymore. Shoot me a PM via the forum. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:28, 18 September 2014 (EDT)&lt;br /&gt;
::I looked through my mod tools on the forum, and alas password reset is not amongst them. Try shooting a line to Bunni. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:54, 19 September 2014 (EDT)&lt;br /&gt;
:::He was out of line as referring to actions offsite was a personal attack, whereas referring to something on the site would've simply been an issue of site policy. If you can archive it, sure. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:54, 19 September 2014 (EDT)&lt;br /&gt;
::::Looks like it's available on Xbox. I'll take a look. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:21, 19 September 2014 (EDT)&lt;br /&gt;
:::::I watched some gameplay, it reminds me of one of the Army Men games I used to love, is it Sarge's Heroes? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:27, 19 September 2014 (EDT)&lt;br /&gt;
::::::In that case, have you played any of the later ''Saints Row'' games? It's an insane take on GTA. I got into it since ''Saints Row the Third'' was one of the free Games with Gold a few months ago, and it's crazy. One of the melee weapons is a giant dildo you swing like a bat. It also has a full co-op campaign, so you can share in the crazy with a friend. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:02, 19 September 2014 (EDT)&lt;br /&gt;
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== RE:  ==&lt;br /&gt;
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Hey, thanks for the information forcing the ToC. I didn't know about the code and parsing issues. I guess I'm a bit of a wikia run-off :P Thanks for the information and I'll keep that in mind for the future. --[[User:Clonehunter|Clonehunter]] ([[User talk:Clonehunter|talk]]) 19:15, 19 September 2014 (EDT)&lt;br /&gt;
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==Pulse Rifler pictures==&lt;br /&gt;
I was just wondering why you reverted the Pulse Rifle pictures.[[User:Quarax|Quarax]] ([[User talk:Quarax|talk]]) 14:58, 29 September 2014 (EDT)&lt;br /&gt;
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:Oh, sorry. Yes, they're of a screen-used prop (the same prop that's in the older pictures, judging by the weathering). They're from the ''Alien Anthology'' set, which is also where the pictures of Smart Gun, headset, and Ithaca are from.[[User:Quarax|Quarax]] ([[User talk:Quarax|talk]]) 08:36, 30 September 2014 (EDT)&lt;br /&gt;
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== RE: ==&lt;br /&gt;
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Thanks for pointing out the XMG and NA-45 (as well as the Gung-Ho), I'll check them again. As for the pistols in Exo Survival, I've reworded the points, seeing that it's obvious that having a weapon already start with an attachment renders this attachment unselectable again, and also to make it clear that not all pistols that can be bought in Exo Survival have extended mags. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:21, 15 November 2014 (EST)&lt;br /&gt;
:Still charged for buying it for nothing... WTF! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:30, 15 November 2014 (EST)&lt;br /&gt;
::Eh, that's right, it does it every half of a minute. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:50, 16 November 2014 (EST)&lt;br /&gt;
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==Far Cry 4==&lt;br /&gt;
Why secured the Page Far Cry 4. I first started to edit it so please do not move. --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 04:39, 21 November 2014 (EST)&lt;br /&gt;
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I have a 2000 screenshots. 1920x1080. And this is the wiki. Everyone should have the right to edit. In addition, the site is international. Not everyone is able to fluently English.--[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 06:39, 21 November 2014 (EST)&lt;br /&gt;
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On the subject of Far Cry 4, Seems like someone at Ubisoft actually used your 2012 Type 10 image as a ref. 319 serial number is the same! Not sure if subtle nod at you, or result of google imaging for highest quality image... [[User:Pepper|Pepper]] ([[User talk:Pepper|talk]]) 16:29, 22 November 2014 (EST)&lt;br /&gt;
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== Attack Site ==&lt;br /&gt;
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I believe so, I removed the offenders last night and requested a review by Google. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 11:34, 5 December 2014 (EST)&lt;br /&gt;
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==Payday2==&lt;br /&gt;
It is only 4 this weapons. The rest of the weapons has 9 screens. I think there is nothing to cling to. --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 16:21, 16 December 2014 (EST)&lt;br /&gt;
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== Skype ==&lt;br /&gt;
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Don't think so, unless my client is having fun on its own&lt;br /&gt;
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== RE: T-101 ==&lt;br /&gt;
&lt;br /&gt;
Well, I have heard claimed 'official' explanations on both sides, though usually it's generally accepted that the 'T' always designates  the series, while the 'Model' is what the appearance is meant to be. As for canon distinctions, well, Arnie describes himself as ''Model 101'' in T2. I suppose 'T-101' can be used as a sort of shorthand I suppose, kinda like in T3, when the Terminator says 'T-101'- Though I always saw that as more a dialogue mistake akin to the 'Light Special' line in ''[[Magnum Force]]'' but it could be seen also as a kind of contraction (though I wouldn't think machines would use contractions or shorthands, but that's another thing). When stating 'T-101' with the other 'T's, it's not only technically incorrect on some level but it just seems hokey and potentially misleading to me. But I get your point as well, and it can be simpler when discussing the other films even if it isn't strictly correct (which is something we do around here, mainly with the firearms but still). Mainly I just like to be as technically accurate as possible (that's kinda something we do around here too, heh). As I suggested, you could interchange just 'Terminator' in those spots, as it's also pretty clear what you mean there as well and it dodges this issue totally. I do like that bit of the film being brought up - I've seen a lot of discussions about that minor point and stuff, it is noteworthy. Anyway, I just wanted to be accurate - If you really want to change it back though, I won't make a big stink about it or anything. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:56, 28 December 2014 (EST)&lt;br /&gt;
: Trust me, as a mostly purist T1 and T2 fan, I too regard T3 as an abomination, when I regard it in the first place, which isn't much. All it really is a retarded retread of T2, and one nobody really asked for I don't think. But again, that's another thing. I still think the 'T-101' line was was an oversight and mistake, and trying to logically explain it away in regards to the other films just leaves one with a headache (among other things, as you should well know), I agree, nothing in there can be reliably referenced in terms of canon, and I try not to think about it. But I also want to be diplomatic and include it since it is there, hence my alternate idea of just using the more-character term 'Terminator' (as no matter what it's pseudo-technically called, there's only been '''one''' Terminator, and everything else, no matter where it appeared, has been definitively called something else - &amp;quot;T1000&amp;quot;, &amp;quot;T-X&amp;quot;, etc) and calling it a day. I certainly don't want your brain further pondering something completely inane on my behalf. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:46, 29 December 2014 (EST)&lt;br /&gt;
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== Questions about weapons on a VG page. ==&lt;br /&gt;
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Hello, I am not familiar with how this discussion section works but I have seen no other way to contact users.&lt;br /&gt;
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I had made some questions on the talk page of Crysis 2 on this site, but seeing as it no longer shows up on most recent changes and it doesn't feel like anyone will come by and see it, I instead decided to contact someone on this site in order to ask directly. At first I contacted Kenny99 as it seemed he had done the most work on the Crysis Series. I have not gotten any response though, and it has been a while. Now I have decided to ask you instead, as you seem to do a lot of work on VG pages. I have gotten the feeling the Crysis series isn't very liked here, but I like it and would like to get some answers to my questions, even if you only guess.&lt;br /&gt;
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Would you mind helping me, by answering my questions, either on the user talk page or the Crysis 2 talk page. I would very much appreciate it. Otherwise please guide me to a user you belive could help me. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 12:48, 6 January 2015 (EST)&lt;br /&gt;
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I haven't talked with anyone on Imfdb before so I am not really not sure how I respond to your message. There is no reply button either on my talk page or yours so I'm just posting this on yours now. Let me know I should do next time.&lt;br /&gt;
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My questions can be found on the Crysis 2 talk page here:[[Talk:Crysis_2#Some_questions_about_the_weapons.|Talk:Crysis_2]]&lt;br /&gt;
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I understand exactly how you feel about it since I used to feel the same, but as the memories of the first Crysis started to fade away I also lost some of my bias against Crysis 2 and decided to give the sequels another chance once and for all and played Crysis 3 this Christmas. While it obviously was not as good as the previous the two, it at least gave some closure to the story and that alone helps the first two games a bit as well.&lt;br /&gt;
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I recently bought Crysis 2 on the Steam sales and played it again shortly afterwards. I noticed that Crysis 2 had a lot of good aspects that I ignored eariler. Yes, it's no longer on an island, very few vehicles to use, they killed off Nomad just like that and went with a silent main character and there are lot's of more problems. But some things did improve, on the other hand.&lt;br /&gt;
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Perhaps you wouldn't mind giving your opinion on my thoughts, it would be fun hearing what someone else who is also interested in guns thinks regarding this. I'm not trying to change your opinion, but if you want to know what I think did get better then let me know. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 17:20, 6 January 2015 (EST)&lt;br /&gt;
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Yeah, that was pretty akward in the third game, I would have liked Rasch to be in more than two scenes or something as well. I'll wait for answers, thanks for helping.&lt;br /&gt;
Also, were you interested in hearing what parts I do think Crysis 2 made better. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 17:56, 6 January 2015 (EST)&lt;br /&gt;
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Ok, here is my perspective.&lt;br /&gt;
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First, a lot of the weapons actually makes sense in the setting, unlike the first Crysis. In the first Crysis there was only one North Korean weapon, the FY-71. For some reason all North Koreans used the same pistol, submachine guns, sniper rifles and so on as the American soldiers did which is not very realistic. Then some of the guns didn't make a lot of sense either, like the 6.8mm Scar that somehow could hold more rounds than a 5.56mm rifle.&lt;br /&gt;
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In Crysis 2 there was a better variety in guns and they had some thought behind them (In my opinion). Atleast it was much better than the random mess of nonsense guns you see in the yearly CoD.&lt;br /&gt;
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- The M12 Nova seems to be the next American Service Pistol, which makes sense, as it can easily mount accessories, is in 9mm and the last pistol to recieve a Model designation was the M11.&lt;br /&gt;
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- The Hammer may seem like just another stupid Desert Eagle replacement, but I don't think that is the case. If you look at the ejected cartridges they are slightly wider, but hardly any longer than the Nova's, I think the .50 Compact is supposed to be something like the [http://en.wikipedia.org/wiki/.50_GI .50 GI], which is much more likely in a military pistol than a Magnum cartridge.&lt;br /&gt;
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- The Grendel is actually a logical succesor to, or atleast a complement to, the M16A4. It is chambered in the intermediate-intermediate 6.8 SPC, therefore holds less rounds per magazine, and keeps the 3-round burst/semi-automatic fire selector of the current M16/M4 family of military rifles.&lt;br /&gt;
&lt;br /&gt;
- The SCAR goes the other way and replaces the 5.56mm with a smaller cartridge in a larger magazine, which is an interesting idea. The SCAR (Rifle) and SCARAB (Carbine) also reflects the M16 Rifle and M4 Carbine.&lt;br /&gt;
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- The Mk 60 is likely a successor to the Mk 48, while the JAW is a successor to the M136 AT4. Nothing really weird there.&lt;br /&gt;
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But I think I most of all liked how the USMC you fight together with at several points in the game are portrayed. They felt realistic. They were competent, tough but not too confident. They tried to, and sort of successfully did, organize an evacuation. You don't often see a good, not over-the-top portrayal of the military in a game, but I think Crysis 2 did it great. Maybe you disagree, maybe I'm completely off here, I do not know much about how militaries operates nowadays. But It was a great deal better than most of what is out there, especially in a certain other franchise.&lt;br /&gt;
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By the way, you may wonder why Crysis 2 and not the third game. Well, I am modding it a bit on my free time right know, mostly for fun, and Crysis 3 is not able to be modded like the first two games. C2 is also twice as long and has a stronger campaign in terms of gameplay in my opinion, and the Alien weapons in C3 are of no interest to me. Therefore I find it more suited for making mods. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 18:18, 6 January 2015 (EST)&lt;br /&gt;
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Have you looked at my questions yet? I'm not in a rush to have them answered, but I would like to know if I should expect it to take some time? Then I don't have to check back so often. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 19:54, 9 January 2015 (EST)&lt;br /&gt;
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If you get the time, you can help me with just some of the questions, i'd appreciate getting it answered as soon as you are able. You don't need to put much effort into it, you can just guess if you want to. Anyway, I won't write any more here now, but I'll just let you know that I am waiting and don't need overly detailed answers. I can wait, but I'd rather have it answered before I move on to another game. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 16:37, 15 January 2015 (EST)&lt;br /&gt;
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== Resistance 2 ==&lt;br /&gt;
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It was the first ''Resistance'', and while it was about as [[Special:Undelete/Resistance:_Fall_of_Man|half-assed]] as pages go, the admin's stated reason was that none of the guns were real enough. I just don't want to stretch the no fake video game guns rule too far. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 21:25, 9 January 2015 (EST)&lt;br /&gt;
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== Son of a Gun ==&lt;br /&gt;
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I didn't realize that you had cleaned up the formatting for him, so it looked like he was waiting for one of us to finish the page for him, and I HATE it when users do that. I've pointed him towards the instructions on making a page and obtaining caps, and we've given him a space to work on the page in peace. Let's see what happens. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:50, 10 January 2015 (EST)&lt;br /&gt;
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== CoD Online ==&lt;br /&gt;
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Hey man, [http://codol.qq.com/act/a20150108inf/index.shtml here] are images of all weapons of the game, if you'd like to help identify correctly the weapons/variants for the [[Call of Duty Online]] page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:28, 1 February 2015 (EST)&lt;br /&gt;
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== 2 cm Flak 38 ==&lt;br /&gt;
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Please see my reply here: http://www.imfdb.org/wiki/Talk:2cm_FlaK_38&lt;br /&gt;
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This is getting frustrating indeed...--[[User:Hchris|Hchris]] ([[User talk:Hchris|talk]]) 14:58, 9 February 2015 (EST)&lt;br /&gt;
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==Mortars==&lt;br /&gt;
Though I don't have any mortars (I only have so so mockups made by prop shops) I know that the ATF classifies the Mortars as Destructive Devices.  I know of one armorer who took all the hardware and DID put his own thin walled tube just so that it could be de-classified by the ATF and be rented without hassle, so it has happened before.  Though I cannot speak for those productions (I could ask Harry Lu about Rambo but not any time soon) it seems that your theory is a sound one, aka, faked Mortars based on the surplused U.S. Hardware.  A lot of the ordnance (versus actual firearms) are just fakes.  No one uses REAL grenades, ever.  I don't know why we even list them since all appearances are of the training models of the various grenades or good mocked up fakes.  Same thing with RPGS (for a while, though we do use Real RPG tubes now but fire obviously fake rockets).  :D [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 20:02, 12 February 2015 (EST)&lt;br /&gt;
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== Standardisation, please join here ==&lt;br /&gt;
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Plase join here for further discussions about the page names of guns like the 2cm Flak 38. This way we can avoid further arguments and page edits (redundant work) and we can focus on getting this worked out once and for all: http://forum.imfdb.org/showthread.php?t=2379 --[[User:Hchris|Hchris]] ([[User talk:Hchris|talk]]) 08:27, 15 February 2015 (EST)&lt;br /&gt;
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== RE: ==&lt;br /&gt;
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No worries, it's fine. Btw also added images of recently added weapons to the talk page of Online so that we identify them. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:24, 19 February 2015 (EST)&lt;br /&gt;
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== Some things about Peace Walker ==&lt;br /&gt;
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What you mentioned is a symptom of what could be called &amp;quot;Kojima syndrome.&amp;quot; This particular symptom manifests itself in how every mainline MGS game from MGS1 to MGS4 was supposed to be &amp;quot;the last Metal Gear (Solid) game.&amp;quot; Yes, each time there was supposed to be &amp;quot;no further games in the series.&amp;quot; Which does create problems such as &amp;quot;how can Big Boss use the Patriot in future games if he left it at the original owner's grave?&amp;quot;. And how can a made-from-scratch Patriot still have the &amp;quot;piece of the Boss&amp;quot; that she left in the original gun? &lt;br /&gt;
&lt;br /&gt;
If you ask me, there are a number of problems with that scene from MGS3 and the one with the Boss just before it. How does Naked Snake know the name of the Patriot if he was never told what it was (which could have been solved if the Boss told him, perhaps in a poetic way)? In any case that scene shows that he did, in fact, inherit the Patriot, which is why I referred to it as an &amp;quot;inherited&amp;quot; weapon. &lt;br /&gt;
&lt;br /&gt;
Next, leaving the Patriot at the Boss' grave only makes sense as a symbolic gesture at the end of a series (which MGS3 didn't turn out to be). The weapon was &amp;quot;appointed&amp;quot; to Big Boss, so why should he abandon it, which would in one way mean abandoning part of the Boss' will? Besides, leaving it at her grave leaves open the possibility of anybody walking by to up and steal a weapon with infinite ammo, which would neither be prudent nor respectful of the Boss' memory. The salute-by-the-grave scene could just as easily gone another way. He could salute the Boss while holding the Patriot (and by extension, his new responsbility) in his other hand, while this time he leaves two bouquets of flowers at her grave: one red, and one white. This would be fitting given the circumstances of the Boss' fate. &lt;br /&gt;
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And who was Kojima kidding by getting PW rated Teen?  The vast majority of weaponry is realistically-modelled (for the last time in the MGS series, sadly), and shoots lethal bullets which cause ingame NPCs to fall down dead, not spitballs or airsoft BBs. Actually, the ''lack'' of blood from gunshot wounds in PW is arguably ''more'' realistic most of the time (real gunshot wounds normally don't result in the huge blood sprays often seen in video games). It does continue a trend though; MGS has on a whole tried to avoid gore, with a certain scene with the Cyborg Ninja in the Twin Snakes showing someone being cut in half being the furthest the mainsteam MGS series has gotten so far in the gore department. &lt;br /&gt;
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Given what happened in [[Metal_Gear_Solid_V:_Ground_Zeroes|Ground Zeroes]], I bet Big Boss would have loved to have had the Patriot available in that ending scene. Could have made more of a difference there.&lt;br /&gt;
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--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 12:30, 19 February 2015 (EST)&lt;br /&gt;
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:Actually, not even &amp;quot;Teen&amp;quot;, he actually wanted it to be rated &amp;quot;Everyone&amp;quot;, and technically was in Japan (CERO, their equivalent of the ESRB rating system, had the game rated as &amp;quot;C&amp;quot;, which is their equivalent of the &amp;quot;E&amp;quot; rating). Apparently the West decided it was a bit too graphic for the E rating so they compromised with &amp;quot;T&amp;quot;, something Kojima wasn't particularly happy about. You can read up on it here: http://www.siliconera.com/2010/03/03/metal-gear-solid-peace-walker-is-t-kojima-wishes-it-was-e-for-everyone/&lt;br /&gt;
&lt;br /&gt;
:Personally, I'm actually quite glad it was only a &amp;quot;T&amp;quot; rating and not an &amp;quot;E&amp;quot; rating considering the pro-Che Guevara bias in the game. It's bad enough that College and High School students are subjected to the lionization of that monster in school by several left-wing professors and teachers who if you ask me have far too much control over impressionable minds. Trying to promote the same lies and propaganda to children as young as first graders via video games is flat out disgusting, really, especially considering that Che Guevara's pretty much one of the reasons why the Cuban Missile Crisis lasted as long as it did (he actually welcomed a nuclear war as he detailed with the London Daily Worker in the aftermath and was disappointed that there weren't millions of deaths in atomic holocaust in the name of liberation). What's even worse about that bit is that they not only talk about the Cuban Missile Crisis frequently in the briefing files, but the main villains actually intended to re-enact that disaster by trying to launch the nuke at Cuba. And besides which, a lot of the Che Guevara talk made several of the characters (especially Big Boss and Kazuhira Miller) extremely out of character by praising such a genocidal nutjob. Especially Big Boss considering he already dealt with a monster who was similar to Che Guevara in behavior: Colonel Volgin in MGS3 (probably the only difference is that Volgin just barely had enough honor to actually allow Snake to fight him one on one in actual combat) and this was a man who he made very clear he hated for his evil nature. As far as Miller, you really think that, with how he was depicted in MG2 and technically MGS (since Liquid's acting had to be pretty good for Solid Snake to be fooled by the imitation), Miller would have been the type to praise such a psychopath, and even ignoring that, he was probably one of the few characters in Peace Walker who actually seems pro-American, or at least likes it far better than his home country of Japan. They should have limited the Che Guevara praise to the FSLN, at least they had an actual reason to praise him due to their undergoing a Socialist revolution. Even though I'm a bit miffed with the character of Cecile Cosima Caminades, one of the few positives about her character is that she was probably the only one of the main protagonists to actually not view Che as a good guy (since the Sartre tape had her saying that &amp;quot;[Sartre] did tend to sympathize with the left&amp;quot; in a tone that indicated that she didn't exactly agree with either Snake or Sartre on the claim that Che was the most complete human being of the century), especially when the only other character to not have much good things to say about Che, Coldman, was pretty obviously a bad guy. Whew, sorry for the Che rant, but this is a really huge issue for me, especially when I learned his true nature with the Politically Incorrect Guide to Vietnam and after I actually was briefly snookered by Peace Walker's claims about him. It's actually about as bad as George Lucas promoting the Vietcong as good guys and strongly implying that he considered America during the Vietnam War to be evil by having the Galactic Empire represent the American forces in Return of the Jedi, even though they were Communists, and besides which there were plenty of other factions he could have used for guerilla warfare during that movie, like the Minutemen, or even the French Resistance during World War II.&lt;br /&gt;
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:And yeah, it's suffered from Kojima syndrome alright. Heck, it basically retconned a whole lot (then again, this is Metal Gear and Kojima, which probably has done far more retcons than even George Lucas could ever hope to do with Star Wars), including Miller's backstory and heritage, Huey's legs, and, heck, even EVA's backstory of Big Boss and the Patriots' split. Heck, Ground Zeroes had an offhand mention of the Sandinistas being &amp;quot;Soviet bloc&amp;quot; despite the fact that Amanda's Unit explicitly rebelled against the Soviets, especially their handler Vladimir Zadornov, meaning they aren't even Soviet bloc now. I think Peace Walker is the only game he pretty much avoided stating would be his last game (MGS is in the gray area as while Kojima DID mention it was his last game, he also said he specifically named the president Solidus specifically for a sequel in mind in a later twitter post). [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 13:00, 19 February 2015 (EST)&lt;br /&gt;
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I can now confirm that the JP version of Peace Walker was marketed to kids. Just look at [http://youtu.be/Ew4TRnWZg1I this Japanese commercial] for the game. Apparently even schoolchildren will have fun with ''Militaires Sans Frontieres''. At least Kojima brought back the &amp;quot;horrors of war&amp;quot; theme for MGS5. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 19:39, 19 February 2015 (EST)&lt;br /&gt;
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:Yes, and he basically idiotically poisoned the minds of countless Japanese children with the lies about Che Guevara being a good guy, especially when the London Daily Worker interview wasn't even hard to find. Heck, you can even find his little UN speech from 1964 easily on Youtube. Yet he didn't even attempt to show those darker elements of Che's character in the game. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 19:45, 19 February 2015 (EST)&lt;br /&gt;
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== Re: Happy B-Day ==&lt;br /&gt;
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Well, I got a nice breakfast and cake, suppose that counts.. heh! Much belated thanks, good sir. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:40, 19 February 2015 (EST)&lt;br /&gt;
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== So Sorry ==&lt;br /&gt;
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I didn't realize I wasn't allowed to have my own opinions, much less on my own talk page. Thanks for setting me straight comrade. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 21:57, 20 February 2015 (EST)&lt;br /&gt;
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== Besiege ==&lt;br /&gt;
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Hmmm, Steam only, huh? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 10 March 2015 (EDT)&lt;br /&gt;
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== Reply ==&lt;br /&gt;
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But he still hasn't responded to your password reset request, AFAIK. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:47, 17 March 2015 (EDT)&lt;br /&gt;
:I think we'll need something better if we're trying to tell him the site is down. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 17:43, 17 March 2015 (EDT)&lt;br /&gt;
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== Downtime ==&lt;br /&gt;
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No, not really. It seems to be an intermittent interaction with our hosts networking software and the specific linux kernel we're running. I've found a few others with a similar issue but no solutions aside from building a new server, so that's the route I'm going. We should be on a new setup by Sunday. I'll take the opportunity to bring us up to the latest MediaWiki version as well. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 03:40, 18 March 2015 (EDT)&lt;br /&gt;
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== Resident Evil 4 protection ==&lt;br /&gt;
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Hello, '''Evil Tim'''! One years ago you protected article [[Resident Evil 4]] (admins only). But weapon list is incomplite: this game cantain two more firearm. May you change protection level to I can add this firearms and screenshots. After that, you may pratected this article again. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:25, 20 March 2015 (EDT)&lt;br /&gt;
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== Hey ==&lt;br /&gt;
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You put up with that guy a lot longer than I expected. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:47, 7 May 2015 (EDT)&lt;br /&gt;
:Wikipedia rules only count when convenient, as RandomGuy96 didn't leave any citations either. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:14, 7 May 2015 (EDT)&lt;br /&gt;
:: I avoided butting in before but I'll say here and now that I'm with FCM - I can't believe how long that went on for and I'm surprised you put up with him and especially that piss-poor attitude that long. We aren't wikipedia; we operate with our own set of rules and established standards - One of which is 'nothing overrides visual evidence' - Don't really see the ambiguity or confusion there (I think that's in the Style guide, but still). Granted it's happened elsewhere but the VG pages especially seem to attract real hard-heads who get hung up on little shit like this. Bah. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 18:57, 7 May 2015 (EDT)&lt;br /&gt;
::: Seems he hasn't given up. I left a bit of something on his talk page myself - Not my place perhaps but damnit I'm getting tired of him and felt like speaking up. I want this guy to know other members - who don't even have any stake in his stupid issue - don't appreciate his manner. Perhaps hearing from a third party might get the guy to change his tune.. though I doubt it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:05, 19 May 2015 (EDT)&lt;br /&gt;
:::: Aww and right when I made another post to his page.. such a shame. Would have loved for him to see it, and then see him HAVE to reply even though I explicitly stated not to. Shit, it's just so damn simple, why don't people get it? Oh well, you did what you thought was best you condescending elitist. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:36, 20 May 2015 (EDT)&lt;br /&gt;
:Well, one edit in two months means it's not technically abandoned, just functionally abandoned. But then again, it's not like the one thing they cover didn't have a major release in the last three weeks, right? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 22:51, 20 May 2015 (EDT)&lt;br /&gt;
== Tiger ==&lt;br /&gt;
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Jagdtiger has always had its engine covers open so unless someone decided to take the hoses for themselves I have no idea but I can reliably inform that only spares from the Tiger II we have (Turret number 104) were used or parts provided by the Sdkfz Military Vehicle Foundation. [[User:DietPepsi|DietPepsi]] ([[User talk:DietPepsi|talk]]) 07:37, 13 May 2015 (EDT)&lt;br /&gt;
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== MLE-12 ==&lt;br /&gt;
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Regarding your edits [[SRM Arms 1200 Series Shotguns|here]] and [[Call of Duty: Black Ops II#SRM Arms M1216|here]], the full-auto MLE-12 was actually in existence at least in 2012, as seen in [https://www.youtube.com/watch?v=vPTIPnSRXBc this video]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:28, 31 May 2015 (EDT)&lt;br /&gt;
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==Hey==&lt;br /&gt;
Nice catch. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:45, 1 June 2015 (EDT)&lt;br /&gt;
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== Third Echelon 13 ==&lt;br /&gt;
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No cover letter? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:42, 11 June 2015 (EDT)&lt;br /&gt;
:I make it a point to read all of these, and some of these guys give their real names. I know we don't ask for it, but if they volunteer it, that's on them. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:15, 11 June 2015 (EDT)&lt;br /&gt;
::No, I'll just leave it. I just thought it was funny. But does he get the job? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 19:32, 11 June 2015 (EDT)&lt;br /&gt;
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== SCAMP ==&lt;br /&gt;
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Now I'm confused by how edit conflicts work. And we wrote pretty much the same thing as well. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:33, 9 September 2015 (EDT)&lt;br /&gt;
:Maybe because we both started new sections? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:34, 9 September 2015 (EDT)&lt;br /&gt;
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== Forum ==&lt;br /&gt;
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I can reset your password, I just want to know when you're on. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:04, 23 September 2015 (EDT)&lt;br /&gt;
:There's a deleted edit [[User:Funkychinaman/pw|here]]. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:27, 23 September 2015 (EDT)&lt;br /&gt;
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== Assassin's Creed Black Flag ==&lt;br /&gt;
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You undid my undoing of the unnecessary edit on the Black Flag page. May I ask why? Because the weapon in question is not a blunderbuss and the weapon in the game does not match the image reference nor the description of a blunderbuss. The screenshots from the game don't even seem to depict the same weapon, none which match the provided real weapon image. A closer match would be: &lt;br /&gt;
&lt;br /&gt;
http://www.sportsmansguide.com/product/index/lmtd-18th-century-flared-mouth-flintlock-pistol-replica-with-gray-ornate-handle-butt-and-barrel?a=653971&lt;br /&gt;
&lt;br /&gt;
So yeah, I think my edit was warranted, because the edit was not adding accurate information and the in-game screenshots are still sub-par for comparison purposes since they depict multiple firearms. Does the user making the edit even own the game? Because in my experience, the Assassins Creed games usually contains encyclopaedic information about the items within it and there is likely to&lt;br /&gt;
be a detailed entry about the exact gun it's based on, or at the very least it's features (Which would aid identification). [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 16:38, 13 October 2015 (EDT)&lt;br /&gt;
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== Assassin's Creed III ==&lt;br /&gt;
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I'm sorry, but the long gun at the last shot in the [[Assassin's Creed III]] are absolutely not enfield due its flintlock, not capslock. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:06, 14 October 2015 (EDT)&lt;br /&gt;
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== Newsletter ==&lt;br /&gt;
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No, I'm actually putting together a short weekly newsletter (: A short summary of the major weekly edits and new articles. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 12:15, 23 October 2015 (EDT)&lt;br /&gt;
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== About the recent account registration attempt ==&lt;br /&gt;
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You asked me about someone trying to register another account with my email. That was me, by mistake. I had completely forgotten that I had made an account years ago, but realized when I checked my email. Thank you for checking on that, and I apologize for the confusion. --[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 23:54, 8 November 2015 (EST)&lt;br /&gt;
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== A good joke ==&lt;br /&gt;
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Yes, now I see that it was really funny. I wrote the message in midnight, in a very sleepy condition, and didn't see the pun. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 01:56, 16 November 2015 (EST)&lt;br /&gt;
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== An odd case of the &amp;quot;remove black bars from screenshots&amp;quot; policy around here ==&lt;br /&gt;
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I noticed you protected my page on [[Silent Hill 4]] recently, so I'd like to ask you about something regarding the screenshots I supplied there. Another user recently uploaded newer version of my cutscene screenshots (specifically those dealing with the character of Richard Braintree) from that game, but I believe that kind of edit was problematic for the following reasons: &lt;br /&gt;
&lt;br /&gt;
*The black bars of those screenshots contain subtitles of dialogue from the game. One of them has had dialogue cut off along with the black bars. I believe that English subtitles help to make screenshots more informative.&lt;br /&gt;
*''Silent Hill 4'' was originally designed to display on 4:3 monitors. I believe preserving the original aspect ratio of the material is important to showing just what the media in question looks like, or else we would be cropping out old 4:3 images to meet the newer 16:9 standard.&lt;br /&gt;
&lt;br /&gt;
I don't want to start an &amp;quot;edit war&amp;quot; by simply reverting the edited screenshots back to their original forms, so I'd like a moderator's opinion on this. If this question would be better addressed in the forum, then please tell me. &lt;br /&gt;
&lt;br /&gt;
By the way, I don't suppose you could make a newer version of your &amp;quot;Evolution of Fictional Guns&amp;quot; image showing exactly which titles/series the fictional guns come from? I don't recognize the one on the bottom of that image. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:42, 21 November 2015 (EST)&lt;br /&gt;
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== Non-admins claiming pages ==&lt;br /&gt;
&lt;br /&gt;
I think I'm gonna take a break for a while, new members are territorial pissing pages and I'm getting really discouraged cause I put a lot of my time and effort into fixing up things on this site, and it feels like people want me to bug off. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 05:30, 1 December 2015 (EST)&lt;br /&gt;
:I just glanced through your stuff and seems [[User:Mateogala|Mateogala]] isn't just being a pain in my ass. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 07:08, 1 December 2015 (EST)&lt;br /&gt;
:::My problems with him is that he's bossy, he makes the guidelines unbreakable rules, makes bland pages, and apparently expects others to fix is bad English. Fixing up the the PayDay 2 page took up so much of my time to fix. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 18:14, 1 December 2015 (EST)&lt;br /&gt;
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== Just Cause 3 subguns ==&lt;br /&gt;
&lt;br /&gt;
You have obviously been playing JC3 for a bit, so i gotta ask, the &amp;quot;first&amp;quot; (so to speak) sub guns that one can find are those weird banana shaped ones with the long ol' magazines, can you find any resemblance between them and any real guns? BeCAUSE i can't--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 22:27, 4 December 2015 (EST)&lt;br /&gt;
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== (usain) bolt weirdness ==&lt;br /&gt;
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Regarding the JC3 boltguns, i guess it could have to do with the animation not syncing correctly. BTW why did you remove refercance to the FN ballista on the Archangel article?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 06:42, 7 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Just Cause==&lt;br /&gt;
I add better screenshots. Directly from the game. In my opinion they are much better than signatures screenshots of scenes. Instead of deleting my screenshots you would add captions to them. Your articles are ugly and unreadable.&lt;br /&gt;
Make-up old articles, adds new screenshots better. And as usual, you do not like it.&lt;br /&gt;
You want to help? This add a description to my screens rather than throw them. Do not delete what I add. Only the help of description of these screenshots. --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:09, 14 December 2015 (EST)&lt;br /&gt;
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As someone has to help in rectifying the articles if you ever do not like? Wait until I add all the screens. Delete bookmark &amp;quot;&amp;quot; wip &amp;quot;&amp;quot;. Then add their signatures below screenshots. And do not bother Rob articles delude themselves as better and more readable. --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:13, 14 December 2015 (EST)&lt;br /&gt;
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You do not cut out for the administrator. Same problems are with you. All the time disturbing. --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:16, 14 December 2015 (EST)&lt;br /&gt;
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Most users of this website do not even speak English. They can not read the descriptions. They only look at the screenshots. Well the fact that it is very much a meaningless description of screen? Better more screenshots without description. --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:32, 14 December 2015 (EST)&lt;br /&gt;
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The fact that you can into English it does not mean that everyone should be able to. This page is international. Not everyone can read the description. But everyone can see screenshots.&lt;br /&gt;
(Sorry for my English. I use a translator.) --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:37, 14 December 2015 (EST)&lt;br /&gt;
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Just do not bother to edit. As I finish this article, you can add a description to it. Do not I remove my work. Because I try to robnić articles better and more readable. And you bothering me with this. --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:39, 14 December 2015 (EST)&lt;br /&gt;
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I'll leave the old screens. But I will add your directly from the game. Could it be? --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:44, 14 December 2015 (EST)&lt;br /&gt;
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Thank you kindly. IM going to work. I can not find the first part of the game on the site. Home of the first part of the game does not exist? --[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 04:51, 14 December 2015 (EST)&lt;br /&gt;
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== Template Help ==&lt;br /&gt;
I'm trying to change the Walking Dead template and I'm having an issue.&lt;br /&gt;
&lt;br /&gt;
[[Template:Walking Dead]]&lt;br /&gt;
&lt;br /&gt;
As you can see, I'm trying to give the Telltale Games series its own sub-category (since the Michonne miniseries is due out this month and Season 3 is also forthcoming at some point), but I can't figure out how to get the main video game category to scoot to the left beneath the television category. I've tried copying the television category code and changing &amp;quot;Television&amp;quot; to &amp;quot;Video Games&amp;quot;, but that isn't working, and I've even studied the code on other similarly setup templates and tried copying from there, but ''still'' can't get it to work. It's almost certainly something obvious that I'm doing wrong, but I can't for the life of me figure it out. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:48, 9 February 2016 (EST)&lt;br /&gt;
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Ben41 reverted my changes, but if you check the edit history you can see what I was trying to do and tell me what I was doing wrong [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:58, 9 February 2016 (EST)&lt;br /&gt;
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Never mind, Ben fixed it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:42, 9 February 2016 (EST)&lt;br /&gt;
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It's no biggie, don't sweat it. :) [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:54, 14 February 2016 (EST)&lt;br /&gt;
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== Journalist Seeking Input ==&lt;br /&gt;
&lt;br /&gt;
Hi there! Sorry to bother you out of the blue.&lt;br /&gt;
I'm a journalist covering games and technology, and I'm currently working on a piece about firearms in games.&lt;br /&gt;
Specifically, the piece is about games with realistic real-world weapons versus games with fanciful Halo-style sci-fi weapons. A focal point will be the Call of Duty franchise, which has shifted from real historical settings to plausible near-future scenarios to more distant future scenarios.&lt;br /&gt;
I'm reaching out to several in the IMFDB community who have made contributions to CoD pages to see if they'd be available to answer some questions--via phone, Skype or email--about their take on the franchise, and their general take on authenticity of firearms in games.&lt;br /&gt;
I was particularly interested in getting your input, because the sequence of images on your user page definitely gets at what I'm trying to explore in this article.&lt;br /&gt;
Would you be willing to participate? I'd be glad to maintain your pseudonymity, or come up with an alternate name or handle so you'd be anonymous, or use your actual name. You could make the call on that.&lt;br /&gt;
If you're up for participating, you can reply here or let me know on my Talk page or feel free to email me at: chrisbaker1337 at gmail dot com&lt;br /&gt;
Thanks so much!&lt;br /&gt;
&lt;br /&gt;
== Would still love to chat for article ==&lt;br /&gt;
&lt;br /&gt;
Hi! I'd definitely still love to chat if you're up for it. Either via email or skype/phone. I'm chrisbaker1337 at gmail. Thanks!&lt;br /&gt;
&lt;br /&gt;
== Stealth edits ==&lt;br /&gt;
&lt;br /&gt;
For the record, I often use slightly bigger thumbnails for rifles and other long shoulder arms since they often look a tad small otherwise. But they were almost all 450px, hardly what could be called 'random'. I think the deal here is that several of the gun images used on that page are quite small - I didn't realize that until afterward, but I let the edits stand anyway; when the actual image is ~380px whether a thumbnail is 400 or 450 is rather irrelevant. Now I reverted but in the spirit of respecting your concern I left the thumbnail sizes alone, save for the pistols since it's been stated they are preferred set at 300px. The other edits are compliant with site norms (using the template code, dividing longer sections and eliminating long redirects), there's no reason to do away with them. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:47, 6 June 2016 (EDT)&lt;br /&gt;
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: '''&amp;quot;I still don't see why we're sticking mounted machine guns with handheld ones&amp;quot;''' &amp;lt;BR&amp;gt; Because that's how it's done on just about every other page? Just trying to be uniform with the rest of the site. Machine Guns go with Machine Guns, pretty much end of there. 'Mounted Weaponry' (which is an atypical section name - I renamed it to 'Other' because that is typical) is as I understand mainly for weapons that don't fit into the other regular/typical categories but are listed on the site (autocannons, etc)&lt;br /&gt;
: '''&amp;quot;using unnecessary rank shorthands&amp;quot;''' &amp;lt;BR&amp;gt; That too is done on other pages, though admittedly it's optional. Either/or.&lt;br /&gt;
: '''&amp;quot;saying a DMR is a sniper rifle&amp;quot;''' &amp;lt;BR&amp;gt; Without being pedantic, I believe that they are considered the same for the purposes of basic categorization. Same reason why SMG sections have guns that are also called machine pistols and 'PDWs', and so on. That said, 'DMR' is not a typical section/category name and thus not with the style of the overwhelming majority of the rest of the site. We have a 'sniper rifle' gun category, but no DMR category, hence 'sniper rifle' sections not 'DMR' ones. Given many who look at it won't know the difference (or care) 'sniper rifle' is again more general, inclusive and simpler. &lt;br /&gt;
: '''&amp;quot;weirding around with the section divisions&amp;quot;''' When a section gets above ten or so guns it's usually a good idea to divide them further if possible, I'm sure this was discussed somewhere (it's the reason behind why some pages use separate sections for semiautos and revolvers while others just have 'handguns'). Hence why having separate 'assault rifles' and 'rifles' (AKA Battle rifles) categories. That said, if you're not gonna go that way, then at least the section could just be called 'Rifles', again, to be simpler.&lt;br /&gt;
: '''&amp;quot;Also, Heckler &amp;amp; Koch use &amp;quot;HK&amp;quot; as a shorthand themselves.&amp;quot;''' Forgot about that. Either/or there as well.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
: Now I won't touch the page again until there's some understanding or what-have-you but all told, there is reasoning and a degree of precedent behind most of my edits, edits which I've done throughout the site without issue before. I don't really see much the issue now. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:27, 7 June 2016 (EDT)&lt;br /&gt;
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:: I still prefer to keep things condensed and as simple as possible most of the time, other admins have made notes about avoiding over-complicating things on the site. A 'DMR' classification seems a bit much; as stated we're not a gun encyclopedia - We again don't have a specific 'DMR' category for gun pages. Should we get one that'd be another thing but ultimately I don't feel we need to be ''quite'' so specific for category headings on media pages (typically, anyway). I also still disagree with the machine guns - again, that's just not common to the rest of the site as I know. IIRC, the other pages that have 'mounted weapon' categories that include machine guns have them there because there's only one or two and because they are the only ones; there are no non-mounted machine guns for that piece of media. Finally, I again still believe having 'assault rifles &amp;amp; battle rifles' combined seems a bit exhaustive and bloated, especially when the section has such a large number of guns that, in terms of lookup/reference, would be better served by being split up further. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; Again, I think these are all perfectly valid points. THAT SAID, your points, though I mainly disagree, are fair enough. All-told, I don't care to keep going back and forth - I still don't see what the big deal is here but I'll make it not one and drop the matter for this particular page, at least for the time being. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:37, 7 June 2016 (EDT)&lt;br /&gt;
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== API Testing ==&lt;br /&gt;
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Yup, creating a small script to generate automatic reports of major edits and new pages that can be shared out to Facebook, etc. Thanks for looking out. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 06:37, 29 June 2016 (EDT)&lt;br /&gt;
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== Portable Ops again ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
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Since Portable Ops has been rereleased onto the PS Vita and PSTV, think we can restart that article? [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 19:24, 10 December 2016 (EST)&lt;br /&gt;
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== Call of Juarez ==&lt;br /&gt;
&lt;br /&gt;
Well, the reason why I put the mention that the events are up to the player's interpretation, is I actually know Haris Orkin, the story writer for the game, and have interviewed him which gave the Call of Juarez Wiki expansion on the lore of the series (Hence why the original's game's date is given as 1884.) (Other minor details (not mentioned on IMFDB) were through various other sources (Polish websites that have since been shut-down or radically altered).&lt;br /&gt;
&lt;br /&gt;
As for the Mare's Leg, I wasn't exactly sure of the context of that statement, but I was curious myself, and that was the information that I got. Apologies for any misunderstanding. -[[User:1morey]] December 14, 2016 2:58 PM (EST)&lt;br /&gt;
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== Some question of rare gun in movie ==&lt;br /&gt;
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Hello '''Evil Tim'''! I'm sorry, I have some question: I know, that pages about media, that contain only tanegashima matchlock are ineligible. But, the movie Azumi contain not only standart arquebuse, but also contain very rare, but realy historical exist Japanese matchlock revolver [http://radikal.ru/fp/8c7lkxhkdkcvs 1], [http://radikal.ru/fp/7o2nzza4ekx9z 2], [http://radikal.ru/fp/1cckd5cfhfmde 3], [https://s-media-cache-ak0.pinimg.com/564x/d3/9a/08/d39a08d69a70a389fd84a2910726202e.jpg like this]. So, may I upload screenshots on discussion page to view it for Administrators.&lt;br /&gt;
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[http://www.imdb.com/title/tt0384819/?ref_=fn_al_tt_1 Azumi page on imdb]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:42, 5 January 2017 (EST)&lt;br /&gt;
:I created the stub on discussion page: [[Talk:Azumi‎]]. May you visit it for it discussion about it's eligibility, please. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 03:16, 17 January 2017 (EST)&lt;br /&gt;
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==MGs==&lt;br /&gt;
Yow m8, just saw your edit on the MW3 page. Seems weird how those full-size round machine guns are being commonly referred to as LMGs (hell, [http://modernfirearms.net/machine/usa/m60-e.html even the Modern Firearms page] lists the M60E3 as a light machine gun, and I've seen the M60E4/Mk 43 sometimes being referred to as such). Pretty obvious that it's incorrect how the MG34 are MG42 are called &amp;quot;LMG&amp;quot;s in the CoD3 bonus materials; I suppose that the same goes for that &amp;quot;Gorgon&amp;quot; abomination in BO3. But regarding the other ones (M240B/HK21E/MK 48 Mod 1 in their respective CoD games, as well as Bad Company 2's PKM that has a changeable barrel), is it also incorrect how they are classed as LMGs? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:40, 27 February 2017 (EST)&lt;br /&gt;
:Thanks for the info. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 21:55, 28 February 2017 (EST)&lt;br /&gt;
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== Can you help me? ==&lt;br /&gt;
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I think to move Kbs wz.96 Beryl from AK47 page to proper section in AK-74. But since i wrote AK74 still redirect to AK47. Any attempts to fix it resulted in ''You haven't permission, blah blah blah''. How can I fix it? It could be helpful for my future works here. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 14:57, 14 March 2017 (EDT)&lt;br /&gt;
:Fixed it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:03, 14 March 2017 (EDT)&lt;br /&gt;
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== Need an admin ruling ==&lt;br /&gt;
Think you can weigh in on [[Talk:S.K.I.L.L_-_Special_Force_2|this title dispute]]? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]])&lt;br /&gt;
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==Land mines==&lt;br /&gt;
Hey Tim, I thought I'd ask you about this. In [http://youtu.be/XR7br4b3gsg?t=77 this] sequence from Bad Boys II, are the land mines fictional or not? Somebody pointed this out to me, and asked if the &amp;quot;bouncing betty&amp;quot; from MW3/BO2/etc. could be based on these or not. Thing is they're not even mentioned in the [[Bad Boys II]] page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:49, 28 June 2017 (EDT)&lt;br /&gt;
:Thanks. Dunno if these mines could deserve a mention on the respective pages due to actually being used as a prop in at least one movie, for example to describe how implausible they are (I know they were previously removed from the CoD pages though). I'll let you decide. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:43, 2 July 2017 (EDT)&lt;br /&gt;
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==Bloodhound==&lt;br /&gt;
Oi, I missed that part about the slide on semi-auto revolvers. For the record, I'm the one who previously added the fact about the hammer always cocked (only possible on pistols, etc.), so should it be fine the way it's currently described on the page? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:45, 26 August 2017 (EDT)&lt;br /&gt;
:Actually, after watching a clearer gameplay video on YouTube, I noticed that the hammer self-cocks (it doesn't always remain cocked as the page used to imply). I now made a bit of changes on the page to reflect that anyway. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:49, 3 September 2017 (EDT)&lt;br /&gt;
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== I'm sorry I'm new here, I need help with deleting pictures ==&lt;br /&gt;
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I tried to upload a file in a page but it can't because of the format. So I changed the format but I don't know how to delete the old one that's why I have identical files being uploaded&lt;br /&gt;
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== RE: New Vegas Heavy Weapons. ==&lt;br /&gt;
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Thanks for the help, Tim! Those IDs will be going onto the page shortly. By the way, I know that we have a Dora 80cm image, but do we have a picture of an M101? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:11, 25 September 2017 (EDT)&lt;br /&gt;
:Nevermind, I found one. Once again, thanks for the help, and for your work on the page (not to mention on some of the weapon pages- nice touch with the isolated &amp;quot;This was a mistake.&amp;quot; on the Ross page). See you later, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:56, 25 September 2017 (EDT)&lt;br /&gt;
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== Pindad PM2/The Thing (VG) article ==&lt;br /&gt;
&lt;br /&gt;
I think you're definitely right about the Pindad PM2 in the ''The Thing'' (VG) article, but I can't get a specific date on when it was developed. I know of an ASEAN Army Rifles testing in 2006 for the SS2 models, and the earliest Pindad PM2 photo I found is from 2008, but can you confirm that the date?&lt;br /&gt;
--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 09:06, 2 October 2017 (EDT)&lt;br /&gt;
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== Metal Gear Solid: Portable Ops article revival ==&lt;br /&gt;
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I've just spent a lot of time making this article without even knowing it had been created and deleted beforehand. I agree with the previous user that this article needs to exist as there are a lot of weapons which can be identifiable (good screenshots are hard to make or come across though) but the weapons are real and, Peace Walker or not, I believe this game deserves a mention. Please feel free to modify or delete it, but I vote in favor of keeping it.&lt;br /&gt;
--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 17:13, 3 October 2017 (EDT)&lt;br /&gt;
:Thanks for reviving it. On the subject of Portable Ops, however, that game was actually included in various official materials and timelines (for example, it was included on the Metal Gear Sagas DVD released around the time of MGS4 in regards to the ending timeline and even in the ending footage, plus the [http://www.konami.jp/mg/mgsaga.html timeline] released during the development of Peace Walker, and what do you know, [https://twitter.com/savan_savan/status/872082392894251008  it was also listed among several mainline Metal Gear titles as late as The Phantom Pain]. If that's not enough, then, aside from Peace Walker explicitly referencing San Hieronymo at one point, Metal Gear Solid 4 also included in the montages of Ocelot, EVA, and even Big Boss's speeches to Snake screencaps from Metal Gear Solid: Portable Ops as well, and EVA even indirectly referenced Gene's revelation that The Boss was set up. Oh, and during Naomi's talk with Snake in Act 2, they briefly showed a timeline of Metal Gear games, and Portable Ops was shown on there. Heck, the entire story for MGS4 was a direct result of Portable Ops, as even [http://ps3.ign.com/articles/735/735039p1.html Hideo Kojima admitted]. [[User:Pokeria1|Pokeria1]] ([[User talk:Pokeria1|talk]]) 08:12, 4 October 2017 (EDT)&lt;br /&gt;
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== RAXA image ==&lt;br /&gt;
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That was a mistake, I didn't plan on using that image, I uploaded it by mistake. I don't know how to delete it now.&lt;br /&gt;
--[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 18:19, 6 October 2017 (EDT)&lt;br /&gt;
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== M16 BO3 ==&lt;br /&gt;
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I'm pretty sure is the XM16E1, because it don't have a slicksilde--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:47, 12 October 2017 (EDT)&lt;br /&gt;
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==&amp;quot;you naughty person you&amp;quot;==&lt;br /&gt;
I guess I won't be using the template then ( ͡° ͜ʖ ͡°)&lt;br /&gt;
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All jokes aside, yeah I kinda missed that, and sadly it applies to movies screencaps on which I've been working more than video games screenshots. Oh well, I'll start fixing these. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:22, 17 October 2017 (EDT)&lt;br /&gt;
:[[File:TankComputer.jpg|thumb|none|351px]]&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:53, 24 October 2017 (EDT)&lt;br /&gt;
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== Patreon ==&lt;br /&gt;
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Not as long as ads are running. Maybe at some point in the future it becomes totally user supported after the adpocalypse. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 00:35, 25 October 2017 (EDT)&lt;br /&gt;
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== A t-shirt tribute to the master of cheesy memetic comments ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sensible_armament_t_shirt.jpg|thumb|500px|none]]&lt;br /&gt;
Please, this with your signature. [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 07:24, 12 November 2017 (EST)&lt;br /&gt;
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== Tab 4 photo reply. ==&lt;br /&gt;
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For mainly 2 reasons. 1) Currently dont have a PS Plus account. 2) There's a way to transfer these photos from PS4 to Tablet or PC?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:14, 17 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:56, 18 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re:Iron Sights pic ==&lt;br /&gt;
&lt;br /&gt;
Yeah that's the problem. Thanks for the tip. Got the image uploaded now. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:29, 26 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why did you remove my edit on the PPSh in COD:WW2? ==&lt;br /&gt;
&lt;br /&gt;
Calling the gun a MP717(r) is not factually wrong. About the historical &amp;quot;MP717(r)&amp;quot; designation and German PPSh variations:&lt;br /&gt;
http://www.smallarmsreview.com/display.article.cfm?idarticles=1464 &lt;br /&gt;
http://www.axishistory.com/axis-nations/138-equipment/equipment/4261-submachine-guns &lt;br /&gt;
http://www.smallarmsreview.com/display.article.cfm?idarticles=3842&lt;br /&gt;
&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 10:16, 30 November 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1138061</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1138061"/>
		<updated>2017-11-11T18:29:54Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* PPSh-41 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: World War II&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Call of Duty: WWII''' is an upcoming first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] returns as the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to the M1911A1 Machine Pistol pictured below, but only increases the capacity from 7 to 10 rounds.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super. The in-game &amp;quot;Jupiter&amp;quot; supply drop variant of the M1911 looks similar to this, but without the compensator and the extended magazine.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in a soldier's shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] is used in the campaign. It is incorrectly depicted with a swing-out cylinder rather than top-break.&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|300px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels holds Turner's revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger]] returns from [[Call of Duty 2]] as the main German sidearm. Equipping the gun with the &amp;quot;extended magazine&amp;quot; attachment gives it a 32 round trommelmagazin, although the overall capacity is only increased to 12 rounds. Interestingly, one of the supply drop variants in multiplayer turns it into a hybrid between the [[Nambu Type 14]] and the [[Borchardt C-93]].&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|The Luger in-game.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Aiming the Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] is available in the game. During alpha stage, it was designated as &amp;quot;[[Mauser M712 Schnellfeuer|M712]]&amp;quot;, which is incorrect since it lacks a fire selector. This means it committed the error of ''[[Call of Duty: Black Ops II|Black Ops II]]'' and ''[[Call of Duty: Black Ops III|Black Ops III]]'' in reverse; those games had an M712 Schnellfeuer incorrectly referred to as a C96, whereas this game has a C96 incorrectly referred to as an M712. In-game, it is referred to as &amp;quot;Machine Pistol&amp;quot; and behaves like an M712, firing in full-auto mode and using detachable magazines.&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:MauserM712Schnellfeuer.jpg|thumb|none|400px|An actual Mauser M712 Schnellfeuer, for comparison - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The C96 in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot;. Despite having a low rate of fire at ~500 rounds/minute in real life, in-game this gun seems to fire ridiculously fast at what seems like 900 rounds/minute, far faster than any of the other submachine guns in the game.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] returns from [[Call of Duty 2]].&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot;  - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pearson carries a Grease Gun. A recent trailer showed him carrying a Thompson instead.]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|The player is attaching a sound suppressor onto his M3, turning it into something like the M3A1 O.S.S. version. According to some sources, this was not possible due to fact that the OSS Version had a special barrel with additional ventilation holes.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] returns as the main German submachine gun. The &amp;quot;Wunderwaffe&amp;quot; Epic variant gives it a fixed wooden stock like that of an [[MP41]], among other things.&lt;br /&gt;
[[File:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii mp40 silenced.jpg|thumb|none|600px|A MP40 dropped by a Player in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|The MP40 in-game. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41 MP717(r)==&lt;br /&gt;
The PPSh-41 appears in the game, along with both the stick magazine, and the drum magazine. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the magwell may look more correct when equipped with a drum mag. Its rate of fire is substantially lower in-game than in real life. The &amp;quot;original&amp;quot; Russian magazine makes it a MP717(r) instead of a MP41(r).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii pps.jpg|thumb|none|600px|A parachutist carries a PPSh-41 as he walks by Nazi Germany's famous not-Nazi flags.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==PPS-43==&lt;br /&gt;
The epic PPSh-41 variant &amp;quot;Thrive&amp;quot; looks very similar to the PPS-43.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg|thumb|none|400px|PPS-43 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, an unribbed barrel, and does not appear to have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a drum magazine, which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|An actual M1928A1 Thompson  with 50-round drum magazine, for comparison - .45 ACP ]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100 submachine gun==&lt;br /&gt;
The [[Type 100 submachine gun]] returns from ''[[Call of Duty: World at War|World at War]]'', but is now correctly held by the handguard.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. This is rather unrealistic as the rifle barrel was only issued with soft-pointed bullets: firing these at a human would constitute a war crime. Presumably the two barrels being choked for different types of shell (slugs on the left and birdshot on the right) will not be simulated.&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare Walther toggle-action shotgun will be available, simply referred to as &amp;quot;Toggle Action&amp;quot;. It erroneously feeds from a detachable box magazine (or drum when the extended magazine attachment is equipped) rather than its internal tube magazine.&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player is caring a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the length of the heat shield seems to be shortened to accommodate it.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Side by Side Shotgun|Winchester Model 21]] double-barreled shotgun appears in the game with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game.&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG42.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. When the extended magazine attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier Gewehr 98 and Kar98 models.  However, the magazine in-game only holds 7 rounds, and is incorrectly depicted as detachable.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mauserkar98k.jpg|thumb|none|600px|A Mauser Karabiner 98k used by the shovelled player in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game; note how the box magazine only contains 7 rounds.]]&lt;br /&gt;
[[File:CoDWWII-k98k_scope.jpg|thumb|none|600px|The scoped Kar98k in-game. Note the pocket watch on the scope.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built. It incorrectly features a detachable magazine like the [[Gewehr 43]]; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant because the scope is blocking it.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|A German soldier picks up a scoped Karabin.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims a Karabin in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee-Enfield&amp;quot;. Like the Springfield, it is still loaded with stripper clips even though the scope is blocking the magazine; it also replenishes all 10 rounds with just one clip.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] returns from [[Call of Duty: World at War|''World at War'']], still labeled as the &amp;quot;M1A1&amp;quot;. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. The &amp;quot;Bite The Dust&amp;quot; Epic variant has a proper M1A1 folding stock, albeit with a bizarre longer barrel as well.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet dropped by an allied player in the MP Reveal Trailer. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''World at War'', the weapon can be reloaded mid-clip, though it makes the ping sound and ejects the clip anyway. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similarly to the experimental T20 select-fire variant.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|The playable character cocking the M1 Garand.]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Savior II&amp;quot; supply drop variant of the M1941 Johnson machine gun turns its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire and the side-mounted detachable magazine of the M1941 machine gun.&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle. The rifle can incorrectly be loaded with stripper clips even if the scope is blocking the magazine. As with all of the bolt-action rifles, a full stripper clip is used to reload the weapon, regardless of how many rounds remain in the magazine.&lt;br /&gt;
[[File:ScopedSpringfield.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle (.30-06) fitted with a 7.8x Unertl scope. This rifle was used in ''[[Letters from Iwo Jima]]''.]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The legendary [[Sturmgewehr 44]] returns from previous games. Additionally, the semi-fictive StG-44 Kurz (short) is featured as the &amp;quot;Serum&amp;quot; supply drop variant, being a shorter version of the StG-44 with a cut down gas system and MP40-style folding stock, and the &amp;quot;Red Baron&amp;quot; variant looks similar to the [[Sturmgewehr 45(M)]].&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|601px|Holding the STG.]]&lt;br /&gt;
[[File:Codwwii stg44_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''&amp;quot;Arrrrgh!&amp;quot;!''&amp;quot;&amp;lt;br&amp;gt;This is the StG-44k variant equipped with a beyonet.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. Interestingly, the &amp;quot;Shack Man&amp;quot; Epic variant of the SVT gives it a receiver rather like an AG42B Ljungman rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;, though it is not available for use.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class is referred to as &amp;quot;light machine guns&amp;quot;, even though the game includes the MG15 and MG42 general-purpose machine guns. An in-game text in the campaign also lists the M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun returns from ''[[Call of Duty: World at War|World at War]]'' as a mounted machine gun, although it can be dismounted and used as a portable weapon in campaign only, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] returns from [[Call of Duty 3]], replacing the [[Type 99 Light Machine Gun|Type 99 light machine gun]] featured in ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears as a new LMG in this game. The barrel shroud is removed, making it resemble the aircraft-mounted variant, but the gun still has the stock of the infantry variant.&lt;br /&gt;
[[File:Rafmachinegunlewis3.jpg|thumb|none||450px|Aircraft mounted Lewis Gun - .303 British]]&lt;br /&gt;
[[File:Codwwii lewisgun.jpg|thumb|none|600px|A Aircraft Lewis Gun carried by an allied footsoldier.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis in-game.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version at the left has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] returns from ''[[Call of Duty: World at War|World at War]]'', though it is now classified as a rifle and has a higher fire rate.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:Codwwii bar.jpg|thumb|none|600px|A BAR carried by one of the deploying soldier in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The BAR in-game. The mounted sight appears to be based on the 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|The Johnson machine gun equipped with a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed to be mounted on aircraft, a few guns were fitted with bipods and used for infantry use during the war. Nevertheless, the [[MG34]] would be a more suitable weapon.&lt;br /&gt;
[[File:MG15.jpg|thumb|none|450px|MG15 with 75-round double drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|MG15 as shown in the MP Reveal Trailer]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]], also known as &amp;quot;Hitler's Buzzsaw&amp;quot;, returns from [[Call of Duty: World at War|''World at War'']] in both mounted and man-portable versions. Despite its fearsome reputation and nickname, the weapon has an absurdly slower rate of fire in multiplayer than in the single-player or zombies modes.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using a mounted MG42 fitted with a belt drum.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42, which feeds from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. The &amp;quot;Extended Mag&amp;quot; attachment does give the MG the former drum, but it holds twice as many rounds (100) as its actual capacity. ]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The Luftfaust (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three expended Luftfaust tubes lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main anti-tank weapon for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. Unless there are several other Bazooka models shown, this will be severely outdated by the end of the in-game campaign. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]'': this implies this level is set in occupied France, meaning an M1A1 or M9 bazooka should be shown instead.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|300px|M7 rifle grenade launcher]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|300px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They're unusable for the player.&lt;br /&gt;
[[Image:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main anti-tank weapon for the Axis forces.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the main flamethrower for the Axis forces.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|250px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the Flammenwerfer in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|M2 Flamethrower in the MP Reveal Trailer]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign Daniels can place [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII_mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. In the singleplayer campaign the correct Model 24 is used.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive grenade==&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|400px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII_pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2_gr34_1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2_gr34_2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[file:CoDww2_gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, have been shown in front of a building.&lt;br /&gt;
[[Image:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[File:CoDWWII-FlaK.jpg|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various schwere Feldhaubitzen 18 can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[Image:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2_held 18_2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2_held 18_1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. In ''[[Call of Duty 2]]'' the player must destroy this cannon, too.&lt;br /&gt;
&lt;br /&gt;
[[Image:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1128062</id>
		<title>Mafia III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1128062"/>
		<updated>2017-09-19T10:07:28Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mafia III&lt;br /&gt;
|picture =  Mafia III logo temp.jpg&lt;br /&gt;
|caption =  Mafia III&lt;br /&gt;
|series= [[Mafia (disambiguation)|Mafia]]&lt;br /&gt;
|date= October 7th 2016&lt;br /&gt;
|developer=Hangar 13&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=2K Games&lt;br /&gt;
|genre=Action-adventure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Mafia III''''' is an open-world action-adventure video game, and a sequel to ''[[Mafia II]]''. It is developed by Hangar 13 and published by 2K Games, and was released in October 2016 for the PC, Xbox One and PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms make an appearance in the video game ''Mafia III'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of many available handguns in Mafia 3, known as the &amp;quot;Masterson Pistol&amp;quot;. There are two silenced variants in-game.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 holding.jpg|thumb|none|600px|Lincoln holds the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 aim.jpg|thumb|none|600px|Lincoln aims the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 1.jpg|thumb|none|600px|Lincoln reloads the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 2.jpg|thumb|none|600px|Lincoln reloads the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 3.jpg|thumb|none|600px|Lincoln reloads the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 world.jpg|thumb|none|600px|&amp;quot;Colt M1911A1&amp;quot; on the ground.]]&lt;br /&gt;
===Colt M1911A1 with silencer===&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd holding.jpg|thumb|none|600px|Lincoln holds the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd aim.jpg|thumb|none|600px|Lincoln aims the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 1.jpg|thumb|none|600px|Lincoln reloads the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 2.jpg|thumb|none|600px|Lincoln reloads the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 3.jpg|thumb|none|600px|Lincoln reloads the Colt M1911A1.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd world.jpg|thumb|none|600px|&amp;quot;Colt M1911A1&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 39==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 39]] is known in-game as the &amp;quot;Alfredsson M419&amp;quot;. It's given free when the arms dealer van becomes available.&lt;br /&gt;
[[File:S&amp;amp;W39.jpg|thumb|none|350px|Smith &amp;amp; Wesson 39 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Smith &amp;amp; Wesson 39&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Smith &amp;amp; Wesson 39&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Smith &amp;amp; Wesson 39&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Smith &amp;amp; Wesson 39&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Smith &amp;amp; Wesson 39&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power world.jpg|thumb|none|600px|&amp;quot;Smith &amp;amp; Wesson 39&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available for use in the game as the &amp;quot;Elling 9mm&amp;quot;.  It can also bee seen among other weapons in a stash from one of the promotional videos.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power .9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning hp holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Browning Hi-Power&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning hp aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Browning Hi-Power&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Browning Hi-Power&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Browning Hi-Power&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Browning Hi-Power&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Browning hp world.jpg|thumb|none|600px|&amp;quot;Browning Hi-Power&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] is usable throughout the game after unlocking a second turf for Vito.  It has an integral suppressor, allowing for more stealthy gunplay.&lt;br /&gt;
[[File:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM with integrated silencer - .22 LR]] &lt;br /&gt;
[[file:Mafia3 High Standard HDM holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;High Standard HDM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;High Standard HDM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;High Standard HDM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;High Standard HDM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;High Standard HDM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM world.jpg|thumb|none|600px|&amp;quot;High Standard HDM&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Known as the &amp;quot;Masterson Phoenix&amp;quot;. Lincoln Clay and other characters make use of the [[Colt Python]] throughout the game. A special skinned copy is available for My2K users.&lt;br /&gt;
[[File:Pythontar.jpg|thumb|none|350px|Colt Python with 8&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python world.jpg|thumb|none|600px|&amp;quot;Colt Python&amp;quot; on the ground.]]&lt;br /&gt;
===Colt Python with scope===&lt;br /&gt;
[[file:Mafia3 Colt Python luneta holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 1.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 2.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt Python&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta world.jpg|thumb|none|600px|&amp;quot;Colt Python&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MAB PAP F1==&lt;br /&gt;
The [[MAB PA-15|MAB PAP F1]].&lt;br /&gt;
[[File:MAB-PAP-F1.jpg|thumb|none|350px|MAB PAP F1 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 unknown pistol holding.jpg|thumb|none|600px|Lincoln holds the MAB PAP F1.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol aim.jpg|thumb|none|600px|Lincoln aims the MAB PAP F1.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 1.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 2.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 3.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol world.jpg|thumb|none|600px| MAB PAP F1 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson-Model-19.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 revolver 1 holding.jpg|thumb|none|600px|Lincoln holds the Smith &amp;amp; Wesson Model 19. Note that HUD icon shows the [[Ruger Blackhawk]], not a S&amp;amp;W Model 19.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 aim.jpg|thumb|none|600px|Lincoln aims the Smith &amp;amp; Wesson Model 19.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 1.jpg|thumb|none|600px|Lincoln reloads the Smith &amp;amp; Wesson Model 19.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 2.jpg|thumb|none|600px|Lincoln reloads the Smith &amp;amp; Wesson Model 19.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 3.jpg|thumb|none|600px|Lincoln reloads the Smith &amp;amp; Wesson Model 19.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 world.jpg|thumb|none|600px|Smith &amp;amp; Wesson Model 19 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AMP Auto Mag Model 180==&lt;br /&gt;
The [[AMC Auto Mag Pistol|AMP Auto Mag Model 180]].&lt;br /&gt;
[[file:HiStandard44AutomagMod180.jpg|thumb|350px|none|AMP Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 holding.jpg|thumb|none|600px|Lincoln holds the AMP Auto Mag Model 180.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 aim.jpg|thumb|none|600px|Lincoln aims the SAMP Auto Mag Model 180.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 1.jpg|thumb|none|600px|Lincoln reloads the AMP Auto Mag Model 180.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 2.jpg|thumb|none|600px|Lincoln reloads the AMP Auto Mag Model 180.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 3.jpg|thumb|none|600px|Lincoln reloads the AMP Auto Mag Model 180.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 world.jpg|thumb|none|600px|AMP Auto Mag Model 180 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns, when hip-fired, play a Remington 870 pump-action sound effect after each shot, even if the player isn't using the 870 (in fact, each of the pump shotguns have a unique pump sound when cycling the action while aiming), and even if they're using the 1887 (lever-action), sawed-off (double barreled), or the 1100 (semi-auto).&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A pump action shotgun resembling the [[Remington 870]] can be used by the player and by NPC's.  It can be identified as a Remington 870, and not the Mossberg 500AT some have claimed it to be, by the rounded trigger guard and the shorter magazine tube cap.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|350px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]] &lt;br /&gt;
[[file:Mafia3 Remington 870 holding.jpg|thumb|none|600px|Lincoln holds the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 aim.jpg|thumb|none|600px|Lincoln aims the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 1.jpg|thumb|none|600px|Lincoln reloads the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 2.jpg|thumb|none|600px|Lincoln reloads the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 3.jpg|thumb|none|600px|Lincoln reloads the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 world.jpg|thumb|none|600px|&amp;quot;Remington 870&amp;quot; on the ground.]]&lt;br /&gt;
===Remington 870 a special version===&lt;br /&gt;
[[file:Mafia3 Remington 870 special holding.jpg|thumb|none|600px|Lincoln holds the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special aim.jpg|thumb|none|600px|Lincoln aims the Remington 870.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special world.jpg|thumb|none|600px|&amp;quot;Remington 870&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
Lincoln can shoots his enemies with an [[Ithaca_37#Ithaca_37_.22Stakeout.22|Ithaca 37]], which appears in-game with a pistol grip, both with and without a stock. &lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|350px|Ithaca Model 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Ithaca 37&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Ithaca 37&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Ithaca 37&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Ithaca 37&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Ithaca 37&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 world.jpg|thumb|none|600px|&amp;quot;Ithaca 37&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A [[Winchester Model 1887]] resembling the configuration from [[Terminator 2]] is available for use in Mafia 3. Lincoln can flip-cock the gun in a manner similar to Arnold Schwarzenegger.  Interestingly, the gun does not have a wide lever loop, making the flip-cock almost impossible without breaking one's hand.  Because of this, Lincoln appears to use only his thumb inside the loop to work the action. In-game it's equipped in the one-hand slot and can be fired within vehicles.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|350px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Winchester Model 1887&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Winchester Model 1887&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Winchester Model 1887&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Winchester Model 1887&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Winchester Model 1887&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 world.jpg|thumb|none|600px|Winchester Model 1887 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed off double barrel shotgun==&lt;br /&gt;
Lincoln can make use of the classic gangster weapon, the [[Sawed-off Double Barrel Shotgun]]. Like the 1887, it counts as a pistol.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|350px|A shotgun similar to the model used in-game.  Note the lack of external hammers and the double triggers.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Sawed off double barrel shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Sawed off double barrel shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Sawed off double barrel shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Sawed off double barrel shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Sawed off double barrel shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun world.jpg|thumb|none|600px|&amp;quot;Sawed off double barrel shotgun&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]]&lt;br /&gt;
[[File:Mossberg590.jpg|thumb|none|350px|Mossberg 590 with 8-round magazine tube and bayonet lug - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Mossberg 590&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Mossberg 590&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Mossberg 590&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Mossberg 590&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Mossberg 590&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 world.jpg|thumb|none|600px|&amp;quot;Mossberg 590&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1100==&lt;br /&gt;
The [[Remington Model 1100]].&lt;br /&gt;
[[File:1100 classicfield-1-.jpg|thumb|none|350px|Remington Model 1100 - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Remington Model 1100&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;Remington Model 1100&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Remington Model 1100&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Remington Model 1100&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Remington Model 1100&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 world.jpg|thumb|none|600px|&amp;quot;Remington Model 1100&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta M12==&lt;br /&gt;
Characters can be seen using a [[Beretta M12]]. It appears in the game as &amp;quot;Carter M33-A&amp;quot;, and counts as a single handed weapon.&lt;br /&gt;
[[File:Beretta M12.jpg|thumb|none|350px|Beretta M12 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Beretta M12&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Beretta M12&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Beretta M12&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Beretta M12&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Beretta M12&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 world.jpg|thumb|none|600px|&amp;quot;Beretta M12&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
Lincoln can use [[Smith &amp;amp; Wesson 76]] SMG in the game. It appears in the game as the &amp;quot;Alfredsson M833&amp;quot;.&lt;br /&gt;
[[file:S&amp;amp;W_M76.jpg‎|thumb|350px|none|Smith &amp;amp; Wesson M76]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Smith &amp;amp; Wesson 76&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Smith &amp;amp; Wesson 76&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Smith &amp;amp; Wesson 76&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Smith &amp;amp; Wesson 76&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Smith &amp;amp; Wesson 76&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 world.jpg|thumb|none|600px|&amp;quot;Smith &amp;amp; Wesson 76&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP54==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A3|Heckler &amp;amp; Koch MP54]] can be used by both Lincoln and many NPC's.  The in-game model appears to be modeled after the Heckler and Koch MP54, complete with a straight magazine. It appears in the game as &amp;quot;Deutsche M11B&amp;quot;&lt;br /&gt;
[[file:H&amp;amp;K MP54.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP54 Earliest prototype of the H&amp;amp;K MP5 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Heckler &amp;amp; Koch MP54&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;Heckler &amp;amp; Koch MP54&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Heckler &amp;amp; Koch MP54&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Heckler &amp;amp; Koch MP54&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Heckler &amp;amp; Koch MP54&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 world.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP54 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in the game as the &amp;quot;Binya&amp;quot;, a late-game single handed weapon.&lt;br /&gt;
[[file:Uzi.jpg|thumb|350px|none|Uzi - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 uzi holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 uzi aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 uzi world.jpg|thumb|none|600px|&amp;quot;Uzi&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is another useable SMG.  With the &amp;quot;Family Kick-back&amp;quot; pre-order pack, a special version of the M1A1 was included, having a vertical grip much like the earlier M1921 Thompsons, but still built into the M1A1-style forestock.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson world.jpg|thumb|none|600px|&amp;quot;M1A1 Thompson&amp;quot; on the ground.]]&lt;br /&gt;
===M1A1 Thompson with a drum magazine.===&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M1A1 Thompson&amp;quot;. Note how he still holds the normal forestock in spite of the vertical foregrip.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1A1 Thompson&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum world.jpg|thumb|none|600px|&amp;quot;M1A1 Thompson&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease gun==&lt;br /&gt;
In the game Lincoln and the gangsters use an [[M3 &amp;quot;Grease Gun&amp;quot;]]. It appears in game as &amp;quot;M1N8&amp;quot;, and is available in a suppressed variation.  &lt;br /&gt;
[[file:M3_Grease.jpg|thumb|none|350px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP.  The later model M3A1 would eliminate the crank lever for cocking the bolt, and instead used a simple hole in the bolt for the shooter to use their finger.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun world.jpg|thumb|none|600px|&amp;quot;M3 Grease gun&amp;quot; on the ground.]]&lt;br /&gt;
===M3 Grease gun  with silencer===&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 with a suppressor attached - .45 ACP. In the game uses a oldest M3 model with crank lever.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M3 Grease gun&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd world.jpg|thumb|none|600px|&amp;quot;M3 Grease gun&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa._Vz.61_Skorpion#Sa._Vz._61_Skorpion|Sa. Vz.61 Skorpion]] is another machine pistol available in Mafia 3.  It appears in the game as &amp;quot;Czech Ver B-65&amp;quot; and can be used as a pistol.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion world.jpg|thumb|none|600px|&amp;quot;Sa. Vz.61 Skorpion&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
A [[M1_Garand#M1_Garand|M1 Garand]]. Strangely, in-game descriptions say it is replacing the M1 carbine.&lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand - .30-06]]&lt;br /&gt;
[[file:Mafia3 m1 garand holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M1 Garand&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m1 garand aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;M1 Garand&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1 Garand&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1 Garand&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1 Garand&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m1 garand world.jpg|thumb|none|600px|M1 Garand on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] or its variant is seen in E3 gameplay. It appears as &amp;quot;Pasadena AR30&amp;quot; and &amp;quot;Black Sacrament&amp;quot;, the latter a prize for beating the ''Sign Of The Times'' DLC.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Mafia3 AK-47 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;AKM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 AK-47 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;AKM&amp;quot;. Note the safety selector on &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;AKM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;AKM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;AKM&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 AK-47 world.jpg|thumb|none|600px|AKM on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
The [[M16A1|Colt M16A1]] is briefly seen in the reveal trailer. It is also seen in E3 gameplay with a 30-round magazine, and appears as &amp;quot;Stromer .223&amp;quot;.&lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|350px|Colt M16A1 with 30 round magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:Mafia3 m16 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Colt M16A1&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m16 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Colt M16A1&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt M16A1&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt M16A1&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Colt M16A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
What looks like an [[M1 Carbine]] is briefly seen in the hands of a bad guy in One Way Road story trailer. It appears without the bayonet lug. Lincoln can use this weapon in the game. There is a special skin for season pass owners.&lt;br /&gt;
[[File:AutoOrdM1Carbine.jpg|thumb|none|350px|The Modern Manufactured version of the M1 Carbine, with standard stock, from Auto-Ordnance (affiliated with Kahr Arms and Thompson Arms) - .30 Carbine]] &lt;br /&gt;
[[file:Mafia3 M1 Carbine holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M1 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;M1 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M1 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine world.jpg|thumb|none|600px|&amp;quot;M1 Carbine&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14_Rifle#M14_Rifle|M14]]. Lincoln can use this weapon in the game. It appears in the game as the &amp;quot;Automat SG&amp;quot;. Notably, it uses rifle ammo, as opposed to generic automatic weapon ammo other automatics such as the AKM consumes.&lt;br /&gt;
[[file:M14Rifle.jpg|thumb|none|350px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 M14 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M14 aim.jpg|thumb|none|600px|Lincoln aims the &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M14 world.jpg|thumb|none|600px|&amp;quot;M14&amp;quot; on the ground.]]&lt;br /&gt;
===M14 with night vision sight===&lt;br /&gt;
This variant is unlocked as a sniper rifle in stead of an AR/SMG.&lt;br /&gt;
[[file:Mafia3 m14 nvs holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 1.jpg|thumb|none|600px|Lincoln aims the &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 2.jpg|thumb|none|600px|Lincoln aims the &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M14&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[M1903_Springfield#M1903A1_Springfield_Rifle|Springfield M1903A1]] is known as the &amp;quot;M04A3&amp;quot; in-game.&lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|350px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 holding.jpg|thumb|none|600px|Lincoln holds the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 1.jpg|thumb|none|600px|Lincoln aims the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 2.jpg|thumb|none|600px|Lincoln aims the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 1.jpg|thumb|none|600px|Lincoln reloads the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 2.jpg|thumb|none|600px|Lincoln reloads the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 3.jpg|thumb|none|600px|Lincoln reloads the Springfield M1903A1.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 world.jpg|thumb|none|600px|Springfield M1903A1 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
In One Way Road story trailer, Burke is seen firing an [[SVT-40|Tokarev SVT-40]] with a scope. Lincoln can use this weapon in the game although it has an abysmal ammo reserve.&lt;br /&gt;
[[File:SVT-40 Sniper.jpg|thumb|none|350px|Tokarev SVT-40 with PU sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Tokarev SVT-40&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 1.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Tokarev SVT-40&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 2.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Tokarev SVT-40&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Tokarev SVT-40&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Tokarev SVT-40&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Tokarev SVT-40&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 world.jpg|thumb|none|600px|Tokarev SVT-40 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester model 70==&lt;br /&gt;
The [[Winchester Model 70]]. Lincoln can be seen in the game using this scoped bolt action rifle.&lt;br /&gt;
[[file:Pre64WinModel70.jpg|thumb|none|350px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;Winchester Model 70&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 1.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Winchester Model 70&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 2.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Winchester Model 70&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Winchester Model 70&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Winchester Model 70&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;Winchester Model 70&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 world.jpg|thumb|none|600px|&amp;quot;Winchester Model 70&amp;quot; on the ground.]]&lt;br /&gt;
===Winchester model 70 a special version===&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special holding.jpg|thumb|none|600px|Lincoln holds the Winchester model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special aim.jpg|thumb|none|600px|Lincoln aims the Winchester model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special world.jpg|thumb|none|600px|&amp;quot;Winchester model 70&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60_machine_gun#M60_Machine_Gun|M60]]. In the game trailer Lincoln is seen firing this weapon at some mobsters in cars. Lincoln can be seen using this weapon in the game and it appears as &amp;quot;Hartmann 7.62MM&amp;quot;&lt;br /&gt;
[[file:M60GPMG.jpg|thumb|none|350px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 m60 holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M60&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m60 aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;M60&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M60&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M60&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M60&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==C4==&lt;br /&gt;
[[file:Mafia3 C4 1.jpg|thumb|none|600px|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
[[file:Mafia3 dynamite.jpg|thumb|none|600px|Dynamite in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 hand grenade]].&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[file:Mafia3 M67 hand grenade 1.jpg|thumb|none|600px|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M72A1 LAW==&lt;br /&gt;
The [[M72 LAW]]. Lincoln can use this weapon in the game. In the game it appears as the &amp;quot;Hartmann AT-40&amp;quot; &lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|350px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW holding.jpg|thumb|none|600px|Lincoln holds the M72A1 LAW.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW aim.jpg|thumb|none|600px|Lincoln aims the M72A1 LAW.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW world.jpg|thumb|none|600px|M72A1 LAW on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
Lincoln is seen firing an [[M79 grenade launcher]] in a video. In the game it appears as the &amp;quot;Hartmann HLP&amp;quot;&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher holding.jpg|thumb|none|600px|Lincoln holds the &amp;quot;M79 grenade launcher&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher aim.jpg|thumb|none|600px|Lincoln aims to &amp;quot;M79 grenade launcher&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 1.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M79 grenade launcher&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 2.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M79 grenade launcher&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 3.jpg|thumb|none|600px|Lincoln reloads &amp;quot;M79 grenade launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Mafia_III&amp;diff=1128040</id>
		<title>Talk:Mafia III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Mafia_III&amp;diff=1128040"/>
		<updated>2017-09-19T04:32:08Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Customized Tokarev in cutscene */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://youtu.be/_Xtq18Vmh3s] - in fact, a video of the gameplay. One can see a lot of new guns. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 14:38, 18 December 2015 (EST)&lt;br /&gt;
:I saw a M1911A1 (in the magical DAO mode) something that looked like a lee-enfield boltgun, a colt python(?) and a full size Uzi. Gotta say, this game looks kinda crap, and im not talking about the graphics.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:47, 18 December 2015 (EST)&lt;br /&gt;
::It has a real crappy vibe to it... [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 16:49, 18 December 2015 (EST)&lt;br /&gt;
:::It looks kinda janky and laggy for one thing, but it also just feels kinda soulless, like the devs aren't really using the environment they created as anything other then a shooting gallery filled with uncocked hammers. Oh well, we'll see how it turns out, seems to have a good soundtrack atleast.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:10, 18 December 2015 (EST)&lt;br /&gt;
::::I spotted a Vz 61 Skorpion as &amp;quot;Czech Version B-65&amp;quot; around 9:10, perhaps an M1 Garand as &amp;quot;Mayweather .30 Battle Rifle&amp;quot; with what looks like a short magazine at 9:21, M1928 Thompson as &amp;quot;Trench 1938&amp;quot; at 9:46. And I do agree, it does look somewhat crappy and soulless. It feels like a generic or GTA-like free roaming shooting gallery, and I don't like the way Lincoln holds his pistol with one hand, at least Vito in Mafia II used both hands. Also I don't think that kind of knife takedowns fit in a Mafia game, and why on earth the guns don't go by their real names as many guns did in Mafia II? Of course it's in alpha stage and many things may change, but damn. EDIT: Hot damn, Paint it Black plays on car radio, I may have to buy this game :D --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 03:42, 19 December 2015 (EST)&lt;br /&gt;
:::::The soundtrack does seem to be really good, they had The house of the rising sun and All along the watchtower in the first trailer.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 07:44, 19 December 2015 (EST)&lt;br /&gt;
::::::The alfredsson pistol appears to be a S&amp;amp;W Model 39. I think the shotgun is a Remington 870. I also spotted an AK. When Lincoln abandons his car and it rams the mafia thugs causing an explosion, a rifle is thrown into the air which I believe is an AK. You have to look really close to see it. I'm dissapointed with  some of the weapon choices. I thought the devs would choose to include guns that criminals in the 1960s could realistically obtain. This seems to be the case as far as the choice of pistols and the inclusion the Thompson &amp;amp; Garand, but when I watched the gameplay I expected to see weapons such as M3, S&amp;amp;W M-76, M-1 Carbine, or M-14. Instead it appears anything that existed in 1968 is fair game. Sorry, but including the Skorpion is total BS...I'm going to go out on a limb and say there were exactly 0 mafia thugs using those in the 1960s. The AK is also very unlikely. Yes, some were smuggled back from Vietnam, but I highly doubt it was a common weapon in the mafia. At least all the weapons appear to be accurately modeled after their real world counterparts. As far as the quality of the game as a whole, I'll reserve judgment until I see the finished product.-- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 00:03, 20 December 2015 (EST)&lt;br /&gt;
:::::::I'm disappointed no crime game ever features cheap saturday night special type guns like a Raven Arms or Hi-Point. In the case of Mafia III, a Rohm revolver might be fitting.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:56, 20 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Unknown Guns ==&lt;br /&gt;
&lt;br /&gt;
Taking a bit of a guess due to the screenshots not being the best, I think the unknown revolver is a Colt Python, from both the image as well as the various release videos they did for the game. The unknown shotgun appears to be another Remington 870 like Mafia II, just without the barrel rib. Also try to organize this discussion page, it's a pretty big mess. -- [[User:PaperCake|PaperCake]] 11:36, 18 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==New Trailer, New Gameplay, New Guns==&lt;br /&gt;
The latest trailer &amp;amp; gameplay footage reveal quite a few new weapons. &lt;br /&gt;
This gameplay [https://www.youtube.com/watch?v=YVxxno8FX1s video]&lt;br /&gt;
Shows: What I think is M3 &amp;quot;Grease Gun&amp;quot; at 1:19, Beretta M12 at 1:23, Remington 700 at 4:01?, sawed off Winchester 1901 at 3:02, &amp;amp; the Lupara at 3:25.&lt;br /&gt;
The new [https://www.youtube.com/watch?v=Fxzj3QbTCQs trailer] shows what appears to be a SVT-40 at 1:15, Ithaca 37 at 1:24, &amp;amp; M1 Carbine at 1:28.&lt;br /&gt;
There is also a suppressed pistol, which appears to be a High Standard. For some reason the icon shows a 1911 with silencer. A good shot of it is in this [https://www.youtube.com/watch?v=NCvtBv-EUH4 video] at 2:00 minute mark.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 01:56, 24 April 2016 (EDT)&lt;br /&gt;
:I took some screencaps of Ithaca 37 and SVT-40 from the One Way Road story trailer. And also it seems that they're using M1928 Thompson as the weapon icon for the M1A1 Thompson. --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:14, 24 April 2016 (EDT)&lt;br /&gt;
::I noticed the Thompson icon too, maybe that's something they will fix before the game is released, but who knows. I also saw that some mafia thugs drop a pistol named &amp;quot;Elling 9 mm&amp;quot;, but there is no way to identify it as there is no accompaning icon. I'm guessing it's either a Walther P38, Browning Hi-Power, or Beretta M1951..there aren't too many other choices for this time period. Will you be adding the other weapons to page?-- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 15:03, 24 April 2016 (EDT)&lt;br /&gt;
:::I added the Remington 870, Beretta M12 and High Standard HDM. Even though the shotgun does look like an 870, Lincoln decides not to pump the weapon after each shot, which makes me wonder whether this is just a gameplay issue (as the game is still in development phase), little ignorance from the devs or is it a semi-auto shotgun? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 03:37, 25 April 2016 (EDT)&lt;br /&gt;
::::The shotgun is definitely based on a pump Remington 870, but it's possible it's supposed to be a semi auto and the devs screwed up. It seems like a dumb mistake to make If that's the case. I would think that if it is intended to be a pump gun that the animation would have been added before it was demo'd.  Of course this is still in development so things could change. Also, I was able to get a good look at the other SMG in the gameplay footage, and it's definitely an M3. As for the Elling 9mm, I was able to get a very brief glimpse of it, and I'm leaning toward it being a Browning Hi-Power. -- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 23:45, 25 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2 new guns ==&lt;br /&gt;
&lt;br /&gt;
Hey everyone, I saw a gameplay demo tonight and spotted two new guns- the Skorpion and Winchester 1887. Added both to the page with images. &lt;br /&gt;
&lt;br /&gt;
It seems like this game will have a pretty sizable arsenal to choose from, which always makes me happy. I hope we get an M14 and an AR-10 too. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 01:40, 25 April 2016 (EDT)&lt;br /&gt;
:The selection of weapons is much improved compared to the last Mafia game. The M-14 is a must, and perhaps  the game will feature a  sniper version. I would also like to see the Carl Gustav M/45 or a S&amp;amp;W M-76. And since the devs aren't trying to be too realistic in their choices, why not include weapons like the CAR-15, Stoner 63, &amp;amp; Remington 7188?-- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 00:21, 29 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==E3 Coverage==&lt;br /&gt;
A [https://www.youtube.com/watch?v=ZsQCeo3u2Pk video] released at E3 shows 20 minutes of Mafia 3 gameplay. Lots more guns are seen in action, including the M16, AK47 &amp;amp; M60. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other guns I spotted:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Browning Hi-Power, appears as the &amp;quot;Elling 9mm&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New Shotgun, the &amp;quot;Riot 550&amp;quot;, probably modeled on the Mossberg 500. The shotgun animation has also been corrected. In previous videos Lincoln never pumped the shotgun after firing, he now can be seen working the pump after every shot.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3 Grease Gun-- dropped by quite a few thugs.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At one point Lincoln is holding what I'm almost sure is an M-14.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MAB PA-15 F1, appears as the Blackburn FAF-33. At first I thought this was a Stechkin, but after looking at the trigger &amp;amp; other details, pretty sure it's a MAB.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most unusual addition is the early version of the MP5, the HK54! &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's obvious that any weapon that existed in 1968 is fair game for inclusion, so who knows what else will pop up. -- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 22:52, 13 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I mean if it has the slimline grips and straight mag, it's not anachronistic. The PA-15 seems like an odd choice, but given the Scorpion and AK, anything's possible.  -- [[User:PaperCake|PaperCake]] 00:56, 14 June 2016 (EST)&lt;br /&gt;
:It's unusual because they chose early HK54 version, instead of the MP5A3. The gun may not be anachronistic, but it's safe to say there were 0 MP5s in the U.S. In 1968. From what I have read, the first few sample MP5s weren't imported until 1970. As I mentioned, it seems anything that existed in 1968 is fair game, the devs don't seem to care what was actually available in the U.S. during this time period. The MAB may seem an unusual addition, but I believe these were actually imported into the U.S. In the 1960s, so it's not far fetched. -- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 02:26, 14 June 2016 (EDT)&lt;br /&gt;
::Of course anything that existed during the time period is fair game. Look at Battlefield 1 [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:36, 14 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
The sniper rifle Lincoln fires at about 4:02 is 100% a Springfield M1903A4, I like the weapon choices, of course there is a bit of annoyance at the presence of the AK, but overall you can tell they actually paid attention (infinitely more than other games I could mention *Black Ops*) to weapons of the era, maybe took a little artistic license with some of their availability, but they fit and add to the setting; moreso than an AUG on the battlefields of Vietnam.&lt;br /&gt;
:The presence of the AK could always be handwaved as being a battlefield bringback from Vietnam, or being smuggled into the country through Central/South America.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 05:07, 20 June 2016 (EDT)&lt;br /&gt;
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==About that &amp;quot;MP5&amp;quot;==&lt;br /&gt;
I don't think the weapon in question can be listed is an MP5A3. It's clear that the in-game weapon has the sights, forearm, &amp;amp; barrel of the HK54, despite using an icon of the MP5A3. The magazine of the in-game gun is not even the typical straight &amp;quot;waffle pattern&amp;quot;, but an even earlier version. I see that the MP5 page has no photo of the HK54. Does someone have a photo of this weapon that we can use for this site? -- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 23:28, 19 June 2016 (EDT)&lt;br /&gt;
:We do have a picture of HK54, or MP54, it's in MP5 discussion page. I'll go ahead and put it on the page and switch the MP5A3 to MP54, as I also think the weapon in game is MP54. --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 02:48, 20 June 2016 (EDT)&lt;br /&gt;
::OK, I didn't even think to check the discussion page! Thanks for updating that entry.--[[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 00:11, 21 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==More Weapons==&lt;br /&gt;
Quite a few videos have been uploaded to YouTube by gamers that attended the Mafia 3 preview event hosted by 2k, and that means loads of more info about weapons. Many of the them can be seen in this [https://youtu.be/fMRwJI1NaH8 video] that shows the weapons van. I've spotted the Remington 1100, S&amp;amp;W M-76, Uzi, M-14, M1903 sniper, LAW rocket, &amp;amp; the .44 Automag. The Automag is the only weapon I've seen that is totally anachronistic for the time period, although it was under development in '68, so it's not that far off. The M-14 can be fired full auto, and can also be obtained with a Starlight scope. Suppressed variant of the M3 is in the game. There is also a version of the Python with a scope! &lt;br /&gt;
&lt;br /&gt;
A couple of things bugged me, though. One is the Remington 1100--it's horribly modeled. The forearm looks like the pump of the 870. It's as if the artists took the existing 870 and just slightly modified it to make the 1100. It also has a pistol grip and full stock, which I don't believe existed at the time, at least not as a factory option. I suppose it could be argued that it's a custom stock. I also don't like the &amp;quot;alfredsson M200&amp;quot;. I get the impression from it's description that it was intended to be a DA Smith, but the icon looks like a SA Ruger. This might be another case of the icon not matching the in-game weapon. I caught a glimpse of the revolvers carried by the police and they resemble DA S&amp;amp;Ws, not SA Rugers. Of course I'm assumimg these are the same weapon.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 20:43, 9 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapons Stashes==&lt;br /&gt;
The pump shotguns in the weapon stash screenshots are Remington 870s, not Mossbergs. The in-game Mossberg 500 has an extended magazine tube, despite the fact the icon shows the standard capacity version.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 23:00, 23 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Shotgun Identification==&lt;br /&gt;
I'm sorry, but the Remington 870 &amp;amp; Mossberg 500 are not &amp;quot;virtually identical&amp;quot;. It's clear to me that the &amp;quot;Barker 390&amp;quot; is supposed to be a Remington 870. The most telling detail is the magazine tube cap, which has no lug attaching it to the barrel. The Mossberg has a barrel lug that connects to the magazine. This can be seen clearly in the photos of both guns on the Mafia 3 page. The screenshot used for the Ithaca 37 is also wrong. It shows the &amp;quot;Barker 1500&amp;quot;, which is supposed to be a Remington 1100.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 22:02, 27 September 2016 (EDT)&lt;br /&gt;
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Also looks to have the curved trigger guard of the Remington, I'm just going to go ahead and change it if nobody has any complaints [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 06:04, 28 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==New Weapons Video==&lt;br /&gt;
There's a new [https://youtu.be/fq8qCFNK0rw video] on YouTube that shows all weapons available in the game in action. It appears the Alfredsson M200 is a S&amp;amp;W Model 15, despite the fact that the icon shows a SA Peacemaker-type revolver.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 00:42, 5 October 2016 (EDT)&lt;br /&gt;
::They've also seem to have mixed up the icons for the Hipower and the 1911. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:54, 5 October 2016 (EDT)&lt;br /&gt;
::::The icons are correct, check out the triggers for each one. Some of the other icons are screwed up, though.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 16:48, 5 October 2016 (EDT)&lt;br /&gt;
:::I'm definitely going to rock the Automag. Bit anachronistic, though. Also, I've been wondering, would it be anachronistic to have black, plastic &amp;quot;tactical&amp;quot; furniture on a shotgun in 1968? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 12:48, 5 October 2016 (EDT)&lt;br /&gt;
::::I can't find any evidence that this type of furniture existed as a factory option at the time. You could make an argument that it's a custom modification, though. I don't like some of the choices they made for the shotguns. It's almost like the shotgun configurations were chosen just so each one could have a unique icon that stands out. I really hate the modeling of the Remington 1100, forearm is wrong, and wrong magazine size for the amount of ammo the in-game gun holds. It would have been great if the devs decided to use the Remington 7180 instead.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 16:00, 5 October 2016 (EDT)&lt;br /&gt;
With all the attention to detail game devs spend on things in game, it's sad that firearms always seem to be the last thing they think about getting right.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:55, 15 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Identification==&lt;br /&gt;
The pistol identified as a Browning in the screenshots is actually a S&amp;amp;W Model 39. The in-game name, Alfredsson M419, can be seen in one of the screen grabs. In the Mafia series, Alfredsson=S&amp;amp;W products. The Browning is called &amp;quot;Elling 9mm&amp;quot; in this game. The unknown pistol is an MAB PA-15 F1.-- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 06:11, 9 October 2016 (EDT)&lt;br /&gt;
:The unknown revolver is probably supposed to be a [http://www.imfdb.org/wiki/Smith_%26_Wesson_Model_15 S&amp;amp;W Model 15], and the unknown sniper rifle a [http://www.imfdb.org/wiki/M1903 M1903.]- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 10:29, 9 October 2016 (EDT)&lt;br /&gt;
:: The revolver's actually a Model 19, note the shrouded ejector rod lug and bull barrel. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:04, 14 October 2016 (EDT)&lt;br /&gt;
:::Good catch. I never got a good look at the revolver in the gameplay videos, and kind of assumed that it was supposed to be a .38 since there is another .357 in the game. Now that I took a closer look at the the screenshots, I see that it's a Model 19.-- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 02:19, 15 October 2016 (EDT)&lt;br /&gt;
The &amp;quot;unknown shotgun&amp;quot; is most likely a [http://www.imfdb.org/wiki/Mossberg_500#Mossberg_500 Mossberg 500], going by the barrel lug and magazine tube cap. It also appears to have the safety on top of the receiver, as would be found on a Mossberg.-- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 10:43, 15 October 2016 (EDT)&lt;br /&gt;
: FYI, you don't need to use full urls for pages here, you can just use the standard internal wiki links, like so - &amp;lt;nowiki&amp;gt;[[Weapon Name]]&amp;lt;/nowiki&amp;gt;. EX: [[Mossberg 500]], [[Smith &amp;amp; Wesson Model 15]], [[M1903 Springfield]]. Even on variants or close name matches, the vast majority of the time they'll redirect to the proper page. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:31, 15 October 2016 (EDT)&lt;br /&gt;
:: Anyway, I can't really tell any switch safety on the receiver, but I do agree the reciever and pump grip shape and style match a Mossberg. That said, the tube end cap actually more closely matches that of an (anachronistic) [[Mossberg 590|590]], rather than a 500. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:48, 15 October 2016 (EDT)&lt;br /&gt;
:::Well, if you look at the top of the receiver, there is something that,  at least to me, looks as though it's supposed to represent the safety. It's just poorly rendered. The  safety switch is actually much more apparent on the weapon icon. As for the magazine tube cap, it's actually not detailed enough on the in-game gun to determine if it was based on the 590. Even if it's based on the 500, it's still anachronistic as the extended tube magazine version wasn't available until the 1970's. The only explanation for it's appearance in the game would be that it's a custom modification. &lt;br /&gt;
:::The &amp;quot;unknown semiauto shotgun&amp;quot; is probably based on the Remington 1100, since it's named &amp;quot;Barker&amp;quot;, and in Mafia 3, &amp;quot;Barker&amp;quot;=&amp;quot;Remington&amp;quot;. It looks horrible, though. Besides the pistol grip stock, which didn't exist at the time, it has a forearm that looks like the pump from an 870. Almost as if the devs took the existing 870 model as a base to create the in-game 1100. The devs dropped the ball with some of the shotgun designs for this game, which is a shame since they did a good job with the rest of the weapons. IMO, they should have used a Mossberg 500 with standard magazine and pistol grip, given the Ithaca an extended tube magazine, and included a Remington 1100 that actually looks like an 1100 from 1968. -- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 01:53, 17 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Anachronisms ==&lt;br /&gt;
&lt;br /&gt;
For a minor nitpick, it is ok to believe somehow they managed to get AKs. One could say guys smuggled them from 'Nam during this time period, but the HK54 was way out of left field, but sure, I'll roll with it. It existed in the time period, sure. But what actually bothered me is how Lincoln reloads some of the guns that have the charging handles on the right side like the M14, AK and even the Garand. He's using a more modern technique where you go under the gun with your left hand and reach with your index finger and work the charging handle. Especially for the Garand, that's a technique that should not exist at this time period, especially for a Garand which no one ever does. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:28, 14 October 2016 (EDT)&lt;br /&gt;
::My guess is the devs went to a firing range to see the real weapons in action, and whoever did the demonstration used this technique. Some dev thinks it looks cool and decides to use it for the reloading animations, not realizing it's wrong for the time period. -- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 18:30, 15 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:He also uses an M9 bayonet as a combat knife... which didn't exist until the 80s. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 10:36, 14 October 2016 (ED&lt;br /&gt;
The M16 is a weapon unlock you get when you give a certain amount of territory to Burke, but I think for an Irish guy with close ties to the IRA, the more appropriate weapon as a gift would have been an AR-18 [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:01, 14 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would have been nice to see G3s and FALs too. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:26, 17 October 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M16A1? ==&lt;br /&gt;
&lt;br /&gt;
Would it be more accurate if the M16 has the 20-round box magazine and/or three-prong flash hider instead?&lt;br /&gt;
: Do remember to sign your posts. Anyway, having a three-prong flash hider would actually be inaccurate for an M16A1 - Those are correct on original M16s/SP1s and the XM16E1, but not the A1 which introduced the A1-style 'birdcage' flash hider. The magazine however is a better point - I'm not sure 30 round mags were available at all in '68, even if so they were not wipespread by any means; either way, 20 rounders would be more accurate, yes. That all having been said, the A1 itself, while introduced in 67/68 - and thus not technically inaccurate for the period in the game - would be ''very'' unlikely to have been in the hands of mob goons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:17, 11 May 2017 (EDT)&lt;br /&gt;
:A full auto M16 would most likely be hard to get unless in the story, the mobsters knew how to make a semi auto commercial rifle into full auto since it isn't hard to believe they could have just bought them from a store. Even before the adoption of the M16, Colt was actually making money selling them on the commercial market. But I still stand that an Irish mobster would be more interested in the AR-18 because of their background. What's unlikely is them getting AKs [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:13, 31 May 2017 (EDT)&lt;br /&gt;
:: Good point, but keep in mind the commercial rifles were only ever SP1s during this time and for a while after; A1-style receiver commercial guns weren't around 'til the 80s. The rifle in this game, meanwhile, is clearly modeled after an M16A1.  [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:54, 1 June 2017 (EDT)&lt;br /&gt;
::We could still pass this off as the mob connection to someone in the military that smuggled them some M16A1s. That's how they explained how Sam Jackson got an M16 when he starred in http://www.imfdb.org/wiki/A_Time_to_Kill#M16_.28SP1.29 but that wasn't explained in the movie, only in the book. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:14, 1 June 2017 (EDT)&lt;br /&gt;
::: Would still be as I said very unlikely. But not impossible, certainly. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:41, 1 June 2017 (EDT)&lt;br /&gt;
::::Don't forget this is around the time of [[American Gangster|Frank Lucas]] smuggling heroin straight from SE Asia through the US military, so it seems kinda plausible for firearms from the Vietnam conflict to come stateside this way.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:22, 1 June 2017 (EDT)&lt;br /&gt;
I agree that the 20-round magazine would be a better option than the 30-round one in the game since either these were more common in 1968 or 30-round magazines weren't produced yet. By the way, do I sign a post?&lt;br /&gt;
: There's a signature icon at the top of the edit field, that or just type this: &amp;lt;nowiki&amp;gt; ~~~~ &amp;lt;/nowiki&amp;gt; as stated in your talk page. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:33, 31 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customized Tokarev in cutscene ==&lt;br /&gt;
&lt;br /&gt;
Used by Aldrige, seems like a TT-33 with a muzzle brake?&lt;br /&gt;
&lt;br /&gt;
* https://steamuserimages-a.akamaihd.net/ugc/874118910547774095/5F49DDAB4AD09A5CD90EAC08CE6360584064854A/?interpolation=lanczos-none&amp;amp;output-format=jpeg&amp;amp;output-quality=95&amp;amp;fit=inside|1024:576&amp;amp;composite-to%3D%2A%2C%2A%7C1024%3A576&amp;amp;background-color=black&lt;br /&gt;
* https://steamuserimages-a.akamaihd.net/ugc/874118910549493005/D84A852309C9C27AE27241982BB7D34F8B3D94C0/?interpolation=lanczos-none&amp;amp;output-format=jpeg&amp;amp;output-quality=95&amp;amp;fit=inside|1024:576&amp;amp;composite-to%3D%2A%2C%2A%7C1024%3A576&amp;amp;background-color=black&lt;br /&gt;
* https://steamuserimages-a.akamaihd.net/ugc/874118910549492468/92887BCF4B56D13CB9E72F9C5AD29D153F0A78D8/?interpolation=lanczos-none&amp;amp;output-format=jpeg&amp;amp;output-quality=95&amp;amp;fit=inside|1024:576&amp;amp;composite-to%3D%2A%2C%2A%7C1024%3A576&amp;amp;background-color=black&lt;br /&gt;
&lt;br /&gt;
Also, did Donovan use a Beretta 950 in the main game final cutscene?&lt;br /&gt;
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--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 00:32, 19 September 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Rick_And_Morty&amp;diff=1121463</id>
		<title>Talk:Rick And Morty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Rick_And_Morty&amp;diff=1121463"/>
		<updated>2017-08-07T09:37:23Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure this animation qualifies. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:40, 1 November 2015 (EST)&lt;br /&gt;
:Looks on the Family Guy / Simpsons level, and our survey says no on both of those. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:43, 1 November 2015 (EST)&lt;br /&gt;
::To be fair, the guns in this show are way more detailed that you would expect for a western show. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 11:34, 1 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
=Page=&lt;br /&gt;
[[File:RaMSignedMailer.jpg|right|thumb|Rick And Morty]]&lt;br /&gt;
{{TV Title}}&lt;br /&gt;
=M4A1 Carbine=&lt;br /&gt;
[[M4A1]] carbines are the most frequently seen weapons in the series.&lt;br /&gt;
[[Image:M4A1Rick.jpg|thumb|400px|none|Colt M4A1 - 5.56x45mm]]&lt;br /&gt;
[[Image:RickAndMortyM4A1.jpg|thumb|600px|none|Security guard aim M4A1s.]]&lt;br /&gt;
[[Image:RickAndMortyM4A12.jpg|thumb|600px|none|Jan Micheal Vincent with an M4A1.]]&lt;br /&gt;
[[Image:RickAndMortyM4A13.jpg|thumb|600px|none|]]&lt;br /&gt;
=Luger P08=&lt;br /&gt;
A [[Luger P08]] is used by Lucy in ''Ricksy Buisness''(S1E11)&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm.  This is blank adapted movie gun.]]&lt;br /&gt;
[[Image:RickAndMortyLuger.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
To be added:&lt;br /&gt;
:Glock 17 and Ruger 10/22 (?) in The Rickshank Redemption&lt;br /&gt;
:Fallout 4 Minigun and Chiappa Rhino in Rickmancing the Stone&lt;br /&gt;
:M4A1 and Ingram in Pickle Rick&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 05:37, 7 August 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Rick_And_Morty&amp;diff=1121462</id>
		<title>Talk:Rick And Morty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Rick_And_Morty&amp;diff=1121462"/>
		<updated>2017-08-07T09:36:36Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure this animation qualifies. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:40, 1 November 2015 (EST)&lt;br /&gt;
:Looks on the Family Guy / Simpsons level, and our survey says no on both of those. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:43, 1 November 2015 (EST)&lt;br /&gt;
::To be fair, the guns in this show are way more detailed that you would expect for a western show. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 11:34, 1 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
=Page=&lt;br /&gt;
[[File:RaMSignedMailer.jpg|right|thumb|Rick And Morty]]&lt;br /&gt;
{{TV Title}}&lt;br /&gt;
=M4A1 Carbine=&lt;br /&gt;
[[M4A1]] carbines are the most frequently seen weapons in the series.&lt;br /&gt;
[[Image:M4A1Rick.jpg|thumb|400px|none|Colt M4A1 - 5.56x45mm]]&lt;br /&gt;
[[Image:RickAndMortyM4A1.jpg|thumb|600px|none|Security guard aim M4A1s.]]&lt;br /&gt;
[[Image:RickAndMortyM4A12.jpg|thumb|600px|none|Jan Micheal Vincent with an M4A1.]]&lt;br /&gt;
[[Image:RickAndMortyM4A13.jpg|thumb|600px|none|]]&lt;br /&gt;
=Luger P08=&lt;br /&gt;
A [[Luger P08]] is used by Lucy in ''Ricksy Buisness''(S1E11)&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm.  This is blank adapted movie gun.]]&lt;br /&gt;
[[Image:RickAndMortyLuger.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
To be added:&lt;br /&gt;
Glock 17 and Ruger 10/22 (?) in The Rickshank Redemption&lt;br /&gt;
Fallout 4 Minigun and Chiappa Rhino in Rickmancing the Stone&lt;br /&gt;
M4A1 and Ingram in Pickle Rick&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 05:36, 7 August 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Flag&amp;diff=976685</id>
		<title>Talk:Flag</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Flag&amp;diff=976685"/>
		<updated>2015-11-06T05:10:48Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Is the M16-looking gun a Taiwanese T91? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IMO, the first in-scene picture of M16 Rifle's section should be AR-18 (judging from butt shape and rear sight).&lt;br /&gt;
:The receiver is that of an AR-15/M16, not an AR-18. Also, sign your posts.--[[User:PistolJunkie|PistolJunkie]] 14:21, 26 March 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
From the shot of the crewmen next to it, that looks more like an M61 on the VTOL than an M134. [[User:Vangelis2|Vangelis2]] 06:54, 5 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Is the M16-looking gun a Taiwanese T91? ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Teslashark|Teslashark]] ([[User talk:Teslashark|talk]]) 00:10, 6 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Sicario&amp;diff=969926</id>
		<title>Sicario</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Sicario&amp;diff=969926"/>
		<updated>2015-10-15T17:28:18Z</updated>

		<summary type="html">&lt;p&gt;Teslashark: /* Remington 700 PSS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{nowshowing}} &lt;br /&gt;
{{Infobox Movie&lt;br /&gt;
|name = Sicario&lt;br /&gt;
|picture =Sicario-movie-poster-2.jpg&lt;br /&gt;
|caption = ''Sicario'' teaser poster&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] USA&lt;br /&gt;
|director = Denis Villeneuve&lt;br /&gt;
|date= 2015&lt;br /&gt;
|studio=Black Label Media&amp;lt;br&amp;gt; Thunder Road Pictures&lt;br /&gt;
|distributor=Lionsgate&lt;br /&gt;
|character1=Kate Macer&lt;br /&gt;
|actor1=[[Emily Blunt]]&lt;br /&gt;
|character2=Matt&lt;br /&gt;
|actor2=[[Josh Brolin]]&lt;br /&gt;
|character3=Alejandro Gillick&lt;br /&gt;
|actor3=[[Benicio del Toro]]&lt;br /&gt;
|character4=Ted&lt;br /&gt;
|actor4=[[Jon Bernthal]]&lt;br /&gt;
|character5=Reggie Wayne&lt;br /&gt;
|actor5=[[Daniel Kaluuya]]&lt;br /&gt;
|character6=Steve Forsing&lt;br /&gt;
|actor6=[[Jeffrey Donovan]]&lt;br /&gt;
|character7=&lt;br /&gt;
|actor7=&lt;br /&gt;
|character8=&lt;br /&gt;
|actor8=&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=&lt;br /&gt;
|character10=&lt;br /&gt;
|actor10=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Sicario''''' is an upcoming 2015 crime thriller directed by Denis Villneuve (''[[Prisoners]]'') and written by Tyler Sheridan (''[[Sons of Anarchy]]''). [[Emily Blunt]] stars as Kate Macer, a FBI agent on the U.S.-Mexico border who becomes involved with an elite anti-drug task force led by a shadowy government official ([[Josh Brolin]]) and his mysterious Mexican partner ([[Benicio del Toro]]). The cast also includes [[Jon Bernthal]] and [[Jeffrey Donovan]].&lt;br /&gt;
&lt;br /&gt;
{{Film Title|Sicario}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Kate Macer ([[Emily Blunt]]) uses a [[Glock 17]] during a shootout at the Juárez-El Paso border crossing. Alejandro ([[Benicio del Toro]]) also uses a Glock 17 in several scenes. &lt;br /&gt;
&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm.]]&lt;br /&gt;
[[File:Sicario-G22-1.jpg|thumb|none|600px|Kate fires her Glock at an attacker.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] can be seen in a Delta Force operator's holster during the shootout at the border crossing. A Sonora cartel member is later seen wielding a Beretta.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Sicario-92FS-1.jpg|thumb|none|600px|Matt's operatives open fire on a group of cartel gunmen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
A Sonora Cartel gunman uses a [[SIG-Sauer P226]] during the border crossing shootout. &lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|Factory black (K-Kote) SIG-Sauer P226 pistol - 9x19mm. This is a real movie gun and has appeared in several motion pictures.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Manuel Diaz (Bernardo P. Sarancino) retrieves a [[FN Five-seveN]] when he is pulled over by the police.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-Five-seveN.jpg|thumb|none|300px|FN Five-seveN original model, which is no longer produced - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Alejandro ([[Benicio del Toro]]) uses a suppressed [[Heckler &amp;amp; Koch USP]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎|thumb|none|300px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:Sicario-USP-1.jpg|thumb|none|600px|Alejandro aims his suppressed USP.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
Alejandro ([[Benicio del Toro]]) uses a [[Heckler &amp;amp; Koch MP5A3]] with a suppressor, railed handguards and an Aimpoint sight. An unsuppressed MP5A3 with a Surefire forend is used by a cartel gunman during the border crossing shootout.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|400px|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:Sicario-MP5-BTS.jpeg|thumb|none|400px|Production still of Alejandro ([[Benicio del Toro]]) aiming the MP5A3.]]&lt;br /&gt;
[[File:Sicario-MP5-1.jpg|thumb|none|600px|Alejandro holds his suppressed MP5A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
Alejandro's MP5A3 becomes a [[Heckler &amp;amp; Koch MP5SD3]] with an Aimpoint sight in non-firing scenes. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:Sicario-MP5SD-1.jpg|thumb|none|600px|Alejandro's MP5SD3, as seen in the film's special effects reel.]] &lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M76== &lt;br /&gt;
A cartel gunman attempts to draw a [[Smith &amp;amp; Wesson M76]] submachine gun. &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;
[[File:Sicario-M76-1.jpg|thumb|none|600px|A ''sicario'' attempts to draw his S&amp;amp;W M76.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
Kate, Reggie Wayne ([[Daniel Kaluuya]]) and Phoenix PD SWAT officers use [[M4A1 Carbine|M4A1 Carbines]] during a raid. DEA Agent Steve Forsing ([[Jeffrey Donovan]]) and Delta Force commandos also use M4A1 Carbines, as do Mexican Federal Police officers and cartel members.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4A1EOT.jpg|thumb|none|400px|M4A1 Carbine with EOTech 552.A65 Holographic sight and SureFire M951XM05 tactical light - 5.56x45mm]]&lt;br /&gt;
[[File:Sicario-M4-1.jpg|thumb|none|600px|Agent Kate Macer ([[Emily Blunt]]) aims a M4A1.]]&lt;br /&gt;
[[File:Sicario-M4A1-2.jpg|thumb|none|600px|Steve Forsing ([[Jeffrey Donovan]]) aims a M4A1 with an EOTech sight and foregrip when confronting a group of suspects on a highway.]]&lt;br /&gt;
[[File:Sicario-92FS-1.jpg|thumb|none|600px|Matt's operatives open fire on a group of cartel gunmen.]]&lt;br /&gt;
&lt;br /&gt;
==AR15 Carbine==&lt;br /&gt;
Matt ([[Josh Brolin]]) appears to use a short-barreled AR-15 carbine, similar in appearance to the Daniel Defense DDM4 300 SBR.&lt;br /&gt;
&lt;br /&gt;
[[File:DDM4sbr.jpg|thumb|none|400px|Daniel Defense DDM4 300 SBR with Magpul MOE stock, Magpul PMAG magazine, and KAC vertical foregrip - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A Mexican Federal Police officer is seen wielding a [[Colt Model 933]]. A Delta Force commando also uses a M933 with MOE furniture during the shootout at the border crossing. &lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|400px|Colt Model 933 with 4-position stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sicario-M933-1.jpg|thumb|none|600px|A ''federale'' wields a Model 933 while escorting the Americans in Tijuana.]]&lt;br /&gt;
[[File:Sicario-M933-2.jpg|thumb|none|600px|A Delta Force commando with a M933 watches over civilians at the border crossing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
One of the Delta Force commandos can be seen wielding a [[Heckler &amp;amp; Koch G36C]] with an EOTech sight.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36CEOTechsight.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C with an attached EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sicario-G36C-1.jpg|thumb|none|600px|The operative behind Steve opens fire with a G36C.]]&lt;br /&gt;
&lt;br /&gt;
==AK Rifle==&lt;br /&gt;
A modernized AK-type rifle is used by a ''sicario'' disguised as a Federal police officer during a shootout. A similar rifle is also seen in Silvio's ([[Maximiliano Hernández]]) home.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK103.jpg|thumb|none|400px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:Sicario-AK-1.jpg|thumb|none|600px|A sicario aims an AK-type rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 PSS==&lt;br /&gt;
A FBI sniper uses a [[Remington 700|Remington 700 PSS]] to provide cover for Kate's team.  &lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:Sicario-R700-1.jpg|thumb|none|600px|A FBI sniper provides cover during a raid on a house in Phoenix (Albuquerque).]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN M249E2 SAW==&lt;br /&gt;
[[M249 SAW]] machine guns are mounted on Mexican Federal Police pickups. &lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:Sicario-M249-1.jpg|thumb|none|600px|A Federal Police officer wields a M249 SAW.]]&lt;br /&gt;
[[File:Sicario-M933-1.jpg|thumb|none|600px|A ''federale'' wields a M249 while escorting the Americans in Tijuana.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
A member of the cartel uses a [[Mossberg 590]] during a shootout with the FBI.&lt;br /&gt;
&lt;br /&gt;
[[Image:Moss590ExP.jpg|thumb|none|450px|Mossberg 590 Mariner Cruiser with high-capacity magazine tube and pistol grip - 12 gauge]]&lt;br /&gt;
[[File:Sicario-Moss590MC.jpg|thumb|none|600px|A shootout with the FBI.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Teslashark</name></author>
	</entry>
</feed>