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Raid: World War II: Difference between revisions

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m (→‎Machine Guns: some levels)
(→‎Grenades & Explosives: added some scripted equipment)
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==Model 24 Stielhandgranate==
==Model 24 Stielhandgranate==
The [[Model 24 Stielhandgranate]] is the first available hand grenade. It has the highest throw distance to the point that it is easy to overshoot the intended target.
The [[Model 24 Stielhandgranate]] is the first available hand grenade. It has the highest throw distance to the point that it is easy to overshoot the intended target.
[[Image:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]
[[Image:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate]]
[[Image:rww2 m24 (1).jpg|thumb|none|600px|The Model 24 in the equipment menu.]]
[[Image:rww2 m24 (1).jpg|thumb|none|600px|The Model 24 in the equipment menu.]]
[[Image:rww2 m24 (2).jpg|thumb|none|600px|Holding a Stielhandgranate while looting one of the supply crates. These grenades sometimes drop from enemies who never use them, can come in bundles of up to three, and refill the raider's equipment slot regardless of what type of grenades or mines they have selected. This is also true for the decoy coins.]]
[[Image:rww2 m24 (2).jpg|thumb|none|600px|Holding a Stielhandgranate while looting one of the supply crates. These grenades sometimes drop from enemies who never use them, can come in bundles of up to three, and refill the raider's equipment slot regardless of what type of grenades or mines they have selected. This is also true for the decoy coins.]]
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==S-Mine 35==
==S-Mine 35==
Added in a surprise update, the [[S-Mine]] acts like a proximity mine, and is helpful for defending objectives. For balance, raiders can carry only two by default as opposed to three hand grenades, which can be remedied with proficiencies on some classes.
Added in a surprise update, the [[S-Mine]] acts like a proximity mine, and is helpful for defending objectives. For balance, raiders can carry only two by default as opposed to three hand grenades, which can be remedied with proficiencies on some classes.
[[File:SMine35.jpg|thumb|none|400px|S-Mine 35.]]
[[Image:SMine35.jpg|thumb|none|S-Mine 35.]]
[[File:rww2 smine (1).jpg|thumb|none|600px|The S-Mine in the equipment menu. Note how it is named the "Spring Mine"; while this would imply that it launches itself into the air with a spring when triggered, the actual S-Mine uses a small explosive charge. In spite of this, some sources do claim that ''Springmine'' was an actual name for the device in service, in addition to the more logical ''Schrapnellmine'' and ''Splittermine''.]]
[[Image:rww2 smine (1).jpg|thumb|none|600px|The S-Mine in the equipment menu. Note how it is named the "Spring Mine"; while this would imply that it launches itself into the air with a spring when triggered, the actual S-Mine uses a small explosive charge. In spite of this, some sources do claim that ''Springmine'' was an actual name for the device in service, in addition to the more logical ''Schrapnellmine'' and ''Splittermine''.]]
[[File:rww2 smine (2).jpg|thumb|none|600px|Holding an S-Mine after having successfully mined the weapons workbench.]]
[[Image:rww2 smine (2).jpg|thumb|none|600px|Holding an S-Mine after having successfully mined the weapons workbench.]]


==Mills Bomb==
==Mills Bomb==
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[[Image:rww2 mills (3).jpg|thumb|none|600px|Holding a Mills Bomb.]]
[[Image:rww2 mills (3).jpg|thumb|none|600px|Holding a Mills Bomb.]]
[[Image:rww2 mills (2).jpg|thumb|none|600px|Pulling the pin despite that everyone in the throwing range had perished in the previous explosion.]]
[[Image:rww2 mills (2).jpg|thumb|none|600px|Pulling the pin despite that everyone in the throwing range had perished in the previous explosion.]]
==Tellermine 43==
Some [[Tellermine 42|Teller mines]] modified to be remotely detonated are used in Last Orders to destroy two vehicles of the convoy, despite there being four mines for every raider to pick up.
[[Image:Tellermine43.jpg|thumb|none|250px|Tellermine (Pilz) 43 Anti-tank mine]]
[[Image:rww2 mine teller.jpg|thumb|none|600px|It's hard to make out the top cover design in the shadow, but the handle shape and the markings are those of the Tellermine 43.]]
==AN/M14 incendiary grenade==
In the same raid, should the halftrack carrying the sommelier not be detonated with the Tellermine, an [[AN/M14 incendiary grenade]] is used to burn through the vehicle's hatch, referred to simply as "thermite".
[[File:AN-M14_Incendiary_Grenade.jpg|thumb|none|200px|AN/M14 incendiary grenade]]
[[Image:rww2 thermite crop.jpg|thumb|none|Besides the low-resolution purple band, the in-game AN/M14 has no markings.]]


=Other=
=Other=

Revision as of 09:56, 25 April 2023

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Raid: World War II for current discussions. Content is subject to change.


Raid: World War II
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Official Box Art
Release Date: 2017
Developer: Lion Game Lion
Publisher: Starbreeze Publishing AB
Platforms: Microsoft Windows
PlayStation 4
Xbox One
Genre: First-Person Shooter


Raid: World War II is a co-operative first-person shooter developed by Lion Game Lion, a Croatian Starbreeze partner studio that made various DLC packs for Payday 2. Much like that title, it uses the same engine (Diesel 2.0) and features a similar mode of gameplay. Up to four players can play as members of the titular Raid gang, a group of POWs tasked with crippling the German war machine through various sabotage, assassination and heist missions.


The following weapons appear in the video game Raid: World War II:

Overview

Players can assemble a team from four classes: Recon, Assault, Insurgent, and Demolitions. Each class has a different range of weaponry, stats, and special abilities known as War Cries. As they level up, they can learn proficiencies that can boost their stats such as more health, speed, or easier lockpicking.

  • Recon - Recon raiders provide long-range fire support for other members. Their Sharpshooter war cry locks on to enemies, restores health for each enemy killed, and boosts the damage of teammates. At max level, the war cry also makes a successful headshot ricochet to nearby enemies, which is effective for clearing large groups. They can wield sniper rifles, assault rifles, and SMGs.
  • Assault - Assault raiders provide heavy firepower against the enemy. Their Berserk war cry reduces the ammo spent and continuously heals the team for its duration. At higher levels the ammo is not spent at all, and at maximum the war cry even refills the current magazine. They can wield assault rifles, SMGs, and LMGs.
  • Insurgent - Insurgent raiders specialize in close-quarters combat. Their Untouchable war cry grants the team a speed boost, a chance to dodge enemy fire, and also an ability to see nearby enemies through walls for the user. At max level, the dodge chance is 100%, essentially being god mode, but you can still be damaged by explosions. They can wield SMGs, shotguns, and assault rifles.
  • Demolitions - Demolitions raiders obviously specialize in blowing things up. Their Ignition war cry gives them cluster grenades and grants some damage reduction for the team. At higher levels you pull a couple extra throwables out of nowhere when using the war cry, and they also explode when close to enemies as opposed to being timed. They can wield shotguns, LMGs, and assault rifles.

Weapons are unlocked by leveling up (every class has different unlock levels for weapons) and when upgraded can resemble different variants like in some other WWII shooters, like Call of Duty: Vanguard. To give the game credit, most of the visual upgrades are based on real and period-appropriate options.

Handguns

Handguns are available as a secondary backup weapon to all classes. These are the only weapons the raiders can use while in bleedout mode but with no ability to aim down the sights.

Mauser C96

The Mauser C96 is the first available handgun. This is the same (retextured) model as seen in Payday 2, except with different modifications.

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Mauser C96 "Broomhandle" - 7.63x25mm Mauser.
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The base C96.
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Holding the C96.
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Aiming down the Mauser's sights.
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Starting the non-empty reload with the raider pulling the bolt back while holding the stripper clip. The empty reload obviously skips that part but is otherwise identical.
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Preparing to push the rounds into the Mauser. The C96 is always reloaded with one full clip, even with extended magazines.
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The reloading sequence ends with the raider tugging the bolt, which sends the empty clip flying with a Garand-esque ping.
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Mauser M1917 Trench Carbine - 9x19mm Parabellum
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Mauser C96 Carbine - 7.63x25mm Mauser. The in-game stock is referenced from this variant.
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The upgraded C96, which loosely resembles the M1917 trench carbine variant of the weapon. Unfortunately, Payday 2 got the carbine barrel but not the stock, while Raid: World War II got just the carbine stock.

Tokarev TT-33

The Tokarev TT-33 was added in update 8 and is unlocked at level 5 for all classes.

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Tokarev TT-33 - 7.62x25mm Tokarev
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The base TT-33.
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Holding the TT. This is the only pistol held with two hands in first person, unless we count the M1911 with a front grip attached.
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Aiming down the Tokarev's sights.
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Changing the magazine.
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The empty reload ends with tugging the slide.
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Polish Wz. 48 or M48 pistol with a muzzle brake compensator.
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The upgraded TT-33, which adds wood grips, a post-war muzzle brake, and an extended magazine.

Webley Mark VI

The Webley Mk VI is available at level 18 for all classes but the Assault, who gets it at level 17 instead.

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Webley Mk VI - .455 Webley
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The Webley. The upgraded model remains visually unchanged.
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Holding the Webley.
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Aiming down the Mark VI's sights.
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Thumbing the hammer after every shot while Seeadler gets blinded by the muzzleflash.
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The game tracks fired/unfired rounds which can be seen ejected on starting the reload.
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Reloading is done with the aid of what appears to be a moon clip with a tiny handle, which looks nothing like an actual Webley speedloader.
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While hard to make out on this screenshot, said moon clip is then somehow removed. Note that the hammer is cocked back through the whole sequence.
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Spinning the revolver shut and then cocking the hammer again for some reason.

Welrod Mark II

The Welrod is the only suppressed weapon in the game, balanced by its mediocre stats and very low rate of fire. It has an incorrect capacity of six rounds (should be eight on a .32 model) and only one spare magazine; as such, it's not particularly effective in a heated firefight, and practically useless in bleedout due to the associated inability to aim. It is unlocked at level 19 for Recon, 22 for Assault, 20 for Insurgent, and 23 for Demolitions.

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Welrod Mark II - .32 ACP
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The Welrod Mk II. It does not have any visual upgrades.
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Holding the Welrod while enjoying some stealthy handiwork.
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Aiming down the Mark II' sights. Prepare to see that a lot.
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Changing the magazine involves some fancy acrobatics.
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The bolt is treated as a normal pistol slide as opposed to a rotating bolt, which springs back into battery after being pulled.

Colt M1911A1

The M1911A1 is the last unlocked sidearm at level 30 for all classes, incorrectly called as "Colt M1911".

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World War II Colt M1911A1 - .45 ACP
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The base M1911A1.
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Holding the M1911A1.
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Aiming down the Colt's sights.
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Reloading. The slide release is thumbed, unlike on the TT-33.

The upgraded M1911A1 is based on the Himan Lebman .38 Super machine pistol variant, wich was used by John Dillinger's gang, but with additional buttstock. It's actually based on this gun: [1].

The real-life John Dillinger's .38 Super M1911A1 Machine Pistol.
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The upgraded M1911A1. The stock is based on one from Iver Johnson carbine version, which is anachronistic.

Luger P08

The Luger P08 is only used by the enemy NPCs, and is not available to the Raiders to the point of it being a meme in the Raid community. The fact that it appeared in a Payday 2 update made by the same company only adds insult to injury.

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Luger P08 - 9x19mm.
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A raider finds something that he sadly cannot steal.
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Hitler uses a Luger in several post-mission cutscenes.

Submachine Guns

Submachine guns are available for the Recon, Assault, and Insurgent classes.

Sten Mark II

The Sten Mk II is the first available SMG, unlocked at level 3 for the Recon and available right out of the gate for Assault and Insurgent classes.

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Sten Mk II (Canadian) - 9x19mm
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The base Sten. It has the Canadian stock.
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Sten Mk V - 9x19mm
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A pseudo Mark V build.
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Holding the Sten.
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Aiming down the sights. The Mark II's original front sight obstructs the upgrade option unless the receiver is also changed.
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Pressing the mag release upon starting the reload.
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Sten Mk III - 9x19mm
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An early upgrade changes the receiver to a Mark III.
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Aiming down the Mark III's sights. The Sten is held by the magazine if no front grip is attached.
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Reloading with a long Lanchester mag.
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Reaching over to pull the bolt.
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Sten Mk I - 9x19mm
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Other upgrade options include the muzzle brake of the Mk I and a Mark III receiver with vent holes and no sight rib.

M1A1 Thompson

The M1A1 Thompson is available from level 15 for Recon, 11 for Assault, and 10 for Insurgent classes. It is also a weapon of choice for Rivet and Wolfgang bots.

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M1A1 Thompson with 20-round stick magazine - .45 ACP
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The base Thompson.
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Holding the basic Thompson.
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Aiming down the M1A1's sights.
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Changing mags.
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Reaching over to pull the bolt, which shouldn't be necessary as the stick magazines normally lock the bolt open when emptied.
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M1928 "Tommy Gun" or "Chicago typewriter" with 50-round drum magazine - .45 ACP, made famous through countless classic gangster movies.
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The upgraded Thompson, with the receiver, barrel, and foregrip of the M1928 and drum magazines. It retains the M1A1's sights until you complete a Tier IV challenge.
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Holding the upgraded Thompson.
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Aiming down the M1928's sights.
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Changing drums is, incorrectly, done with the exact same animation as the stick mags...
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...give or take the change of the charging handle's location. In this case, it should be pulled before removing the empty drum, as the drums do not hold the bolt open when emptied and the bolt locks the drum in place.
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M1928A1 Thompson with 30-round magazine - .45 ACP. This specimen has the sling swivel relocated to the top of the stock, a modification often made to Thompsons in British service.
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While it is possible to make an M1928A1 since the update, the animations for such setup are currently borked as you were supposed to unlock the front grip before the receiver.

MP 38

The predecessor to the MP40, the MP38 can be distinguished by its distinct milled receiver as opposed to the stamped receiver of the 40. It is the main weapon carried by regular enemy soldiers. Unlocked at level 25 for Recon, 28 for Assault, and 23 for Insurgent classes.

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MP38 - 9x19mm
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The base MP38.
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Holding the MP38. Note the bolt handle in the forward position; the gun is animated as a closed-bolt weapon.
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Aiming down the Erma's sights.
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Pulling the bolt handle back into the safety notch. An upgrade gives this gun a hook-shaped charging handle, which is more correct for this model since there is no forward safety notch.
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Removing the old magazine without touching the mag release.
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Punching the bolt back into battery, somewhat HK-style. The bolt incorrectly flies all the way forward.
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The MP41. It was produced and used in small quantities in 1941 to 1942.
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Beretta Model 38/42 (aka MAB 38A42) - 9x19mm
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The upgraded MP38, which has the rifle stock of the MP41 but retains the milled receiver. Also note the fluted barrel with a compensator, reminiscent of that on the Beretta.

Sterling SMG

The Sterling SMG appears as the last unlockable SMG, simply named "Sterling" (previously known as Sterling Machine Carbine). While it sounds anachronistic, the earliest Sterling models did see action in late November of 1944, so it makes sense for it to be a late yet formidable replacement to the Sten. The in-game model, however, is not based on the wartime prototypes that used the straight Sten magazines, and is the same one as seen in Payday 2, albeit textured differently and, sadly, without the suppressed barrel version. Unlocked at level 38 for Recon, 40 for Assault, and 33 for Insurgent classes.

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Sterling L2A3 (Mk.4) - 9x19mm
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The base Sterling.
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Holding the Sterling.
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Aiming down the L2A3's sights.
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Changing magazines.
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Reaching over to pull the bolt.
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The upgraded Sterling, which simply adds a longer barrel and again, jungle-taped magazines.

Shotguns

Shotguns are available for the Insurgent and Demolitions classes.

Winchester Model 1912

The Winchester Model 1912 is available from the start as the "M12 Shotgun".

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Winchester Model 1912 - 12 Gauge
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Holding the base Winchester while getting harassed by a T-posing Kurgan.
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Finding a quiet spot away from the crazy Russki Sovietski to reload.
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Racking the pump after blasting a trooper away.
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Aiming with the Winchester completely ignores the groove in the receiver.
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Winchester Model 1912 Riot Gun - 12 gauge
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Winchester Model 1912 "Trench Gun" with heat shield and bayonet lug - 12 Gauge.
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Equipping both a riot barrel and a heat shield turns the M12 into a "Trench Gun".
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Winchester Model 1912 Field Gun (Last Production Model) - 12 gauge
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A lot of the upgrade options turn it into a fancy hunting shotgun.
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The stock keeps getting more elaborate before getting unceremoniouly sawn off at Tier IV. Also note the Cutts compensator.

Double-barreled Shotgun

A Gustav Genschow & Co double-barreled shotgun was added in update 3. A hammerless side-by-side Doppelflinte of German make (as noted by its internal name of "geco") is rather period-appropriate, and ironically quite a lot of German soldiers use it against the Raid gang, considering how historically they had some beef with being shot at with shotguns. Unlocked at level 13 for the Insurgent, and level 10 for the Demolitions.

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J.P. Sauer Shotgun - 12 gauge
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The base double-barreled shotgun.
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Holding the shotgun.
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Aiming the Geco at a trooper that forgot about a raider he was just shooting and rushed to man a mounted machine gun.
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Ejecting the spent shells.
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Preparing the fresh shells. Those are the same plastic shells as in Payday 2 and as such are a tad anachronistic.
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Flicking the shotgun shut. Raid: World War II understands that a double barrel shotgun needs a quick reload to shine, unlike a lot of other shooters.
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Dominion Arms Outlaw Sawed Off shotgun - 12 gauge
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The upgraded double-barreled shotgun, which looks a lot like Doom's super shotgun.

Sawn-off Double-barreled Shotgun

A double-barreled shotgun of unknown make that has been sawn-off to pistol size is an available sidearm at level 11 for Recon and Insurgent, 19 for Assault, and 8 for Demolitions. It's named in the game as "Pocket Double-Barrel" and is treated as a secondary slot shotgun, meaning it benefits from shotgun damage proficiencies but not the pistol ones.

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Sawed-off Savage/Stevens 311A - 12 gauge
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The sawn-off shotgun. Like the Webley and the Welrod it remains visually unchanged when upgraded.
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Blasting Hitler's personal sommelier hard enough to spawn an extra head.
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Ejecting the spent shells. The whole animation is pretty similar to the full-sized Geco above.
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Speed loading two plastic shells.
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Flicking the shotty shut.
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Sprinting animation gives us a better look at the shotgun's rather peculiar receiver details as well as engravings.

Ithaca 37

The Ithaca 37 was added in update 17. It is available for Demolitions at 23, and for the Insurgent class at 28.

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Ithaca 37 Trench Gun - 12 gauge
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The upgraded Ithaca with a bayonet lug and muzzle brake.
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Holding the shotgun in front of the ultimate excess.
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Aiming with Ithaca's bead sight.
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Racking the pump after filling Schloss Blomberg's wall with lead.
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Reloading with the same anachronistic shells as the other shotguns.
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Ithaca 37 Deerslayer - 12 gauge. One of the upgrade options is a ribbed long barrel.
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Ithaca Deerslayer II - 12 gauge. One of the upgrade options resembles this stock.
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The upgraded Ithaca that looks more like a hunting model. Shame there's no alternative pump model in-game.
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Ithaca 37 with 'Duckbill' Conversion.
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Ithaca 37 "Stakeout", blued finish with wooden forearm - 20 gauge
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The other upgrades are a "duckbill" muzzle device (that doesn't increase the horizontal spread unlike the one in Payday 2) and a wooden pistol grip that may be anachronistic but might as well have been carved by the raiders themselves and just so happens to resemble a post-war product.

Browning Auto-5

The Browning Auto-5 was added in an update as the final shotgun option. This is the only shotgun that has magazine capacity upgrades. Available at level 33 for Demolitions, and unlocked for the Insurgent at level 40, the final level.

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Browning Auto-5 in sporting/field configuration - 12 gauge
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The base Auto-5.
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Holding the Auto-5 with an upgraded barrel.
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Reloading is done completely disregarding the shell release...
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...and neither the bolt locks open on empty.
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Aiming the Browning is only a slight improvement over the M12.
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The upgraded Auto-5 with a seemingly fictional stock and an extended magazine that is connected to the barrel. This is incorrect as the barrel reciprocates when firing.

Rifles

The bolt-action rifles are classified as sniper rifles and are only available to the Recon class, while the rest are considered assault rifles in-game and are available to all classes.

M1903 Springfield

The M1903 Springfield is the starting bolt-action rifle for the Recon class.

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M1903 Springfield Mk I - .30-06
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The base Springfield. The scope mount is always present on the rifle.
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Aiming down the M1903's iron sights.
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M1903A1 Springfield with a 7.8x Unertl scope - .30-06
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An M1903 with an air service magazine equipped - .30-06
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The upgraded Springfield, which turns it into an A1 sniper variant with a box magazine. One of the upgrades is a McLean muzzle brake, about which there is maybe one article on the internet, so Lion Game Lion did good research to find some obscure modifications to their WW2 weapons.
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Holding the scoped Springfield.
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Aiming with the M1903A1 scope.
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Cycling the bolt after firing a shot in the middle of Berlin.
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Topping off. It can only be reloaded with individual rounds, but does so at a faster pace than other rifles.

M1 Carbine

The M1 Carbine is available from the start for Recon and Assault, and unlocked at level 3 for Insurgent and Demolitions. It is called an "M1 Carbine" despite having the folding stock of the M1A1 by default.

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M1A1 Carbine - .30 Carbine
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The base Carbine, which starts off as an M1A1.
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Holding the M1A1.
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Aiming down the late carbine sights.
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Reloading. The bolt incorrectly locks back on empty, which it shouldn't do with original magazines.
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Reaching over to charge the weapon.
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Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine
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The upgraded M1 Carbine, which basically has a full stock and a somewhat incorrect extended magazine.

Karabiner 98k

The Karabiner 98k is available for the Recon class at level 10. The rifle is commonly used by the enemy troops and the scoped Kar98k is also the main weapon used by enemy snipers.

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Karabiner 98k - 7.92x57mm Mauser
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The base Kar98k.
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Holding the Karabiner.
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Aiming down the Mauser's iron sights.
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The non-empty reload is done with individual rounds, but slower than on the Springfield. It only gets worse when the magazine capacity is upgraded.
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The empty reloading uses one stripper clip to refill the whole magazine, regardless of upgrades and/or scope presence.
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The clip is then correctly pushed out by the bolt.
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Karabiner 98k with Zeiss ZF39 scope - 7.92x57mm Mauser
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The upgraded Kar98k, which like the Springfield also has an extended box magazine. An even larger magazine model exists in the game files but remains unused as there is only one mag upgrade challenge. The real rare "trench" magazine was 20-round, and the semi-pistol grip was only on sportized versions.
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Holding the sniper Karabiner while observing a dropped NPC variant, whose scope is mounted in a very weird way.
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Reloading.

M1 Garand

The M1 Garand is available from level 13 for Recon, 10 for Assault, and 15 for Insurgent and Demolitions classes. It is the weapon of choice for Sterling and Kurgan bots. Its model is almost identical to the one in Payday 2, textured differently and having a golden variant for Special Edition owners.

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M1 Garand - .30-06
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The base M1 Garand.
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M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06
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Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the M14 Rifle - .30-06
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The upgraded Garand, which has the earlier conical flash hider from the M1D and a magazine from the T20 rather haphazardly clipped into the receiver. A later upgrade changes it to an even longer BAR "banana" mag. The extended magazines do not change the weapon's animations, which still depict it being loaded with en-bloc clips.
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Springfield Armory T26 Tanker Garand - .30-06
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Springfield Armory M1E5 with stock folded - .30-06. The first variant without a pistol grip.
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Tier IV unlocks essentially turn it into an M1E5 or a T26 depending on whether the folding stock is installed.
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Holding the M1E5. Firing it with a stock like that and no pistol grip must feel worse than a British Sten.
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Aiming down the Garand's sights. Like in many first person shooters, the rear sight aperture is considerably widened and raised for volley firing.
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The mid-clip reloading has the raider correctly press the clip release button, but it still produces a loud ping as it gets ejected. At least it's satisfying to hear.
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Loading a fresh en bloc clip.
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Manually sending the bolt forward, seemingly to further prolong the animation. It does not happen on reloading from empty, which is quick and sleek.
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Having found the regular rifle insufficiently cursed, the raider brandishes a gold-plated M1E5. Previously a separate weapon for the proud owners of the Special Edition of the game with its own challenges and unlocks, it became a toggle-able skin variant for the proud owners of the Special Edition of the game.

Mosin-Nagant

The M38 Carbine variant of the Mosin-Nagant is available for the Recon class at level 23. It is a modified model from Payday 2, textured differently and considerably more detailed.

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Mosin Nagant M38 Carbine - 7.62x54mmR
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The base Mosin-Nagant. In fact, the barrel is even shorter than the carbine version, and slightly shorter than that of the M38 barrel in Payday 2.
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Mosin Nagant M91/30 - 7.62x54mmR
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Aiming down the Mosin's iron sights.
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Reloading is always done with a full stripper clip that isn't modeled correctly and seems to go inside the gun as if it was an en bloc design. Upon closer inspection, the clip appears to be inserted at a slight angle, presumably to clear the scope. This is Call of Duty: WWII all over again!
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Sending the bolt forward. The bolt handle is always downturned and is unusually short, making it look like a St. Petersburg Cavalry School Mosin Carbine bolt.
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Finnish Mosin-Nagant M/39 "Ukko-Pekka" - 7.62x54mmR
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One of the stock upgrades resembles a Finnish model. The other one is a cursed sporterized stock.
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Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope and down turned bolt handle - 7.62x54mm R.
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Mosin modified with a regular length barrel and PU scope.
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Holding the Mosin-Nagant sniper rifle. There are three extra stock models in the game files that feature a cutout for the scope, but they are unused.
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Aiming with the PU reveals a correct German post reticle, the same as on the Kar98k.
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Reloading the rifle in a completely impossible manner.

Lee-Enfield

The Lee-Enfield is available for the Recon Class at level 33. Similarly to the Mosin, it starts with a carbine length barrel.

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Lee-Enfield No.5 Mk.I Jungle Carbine - .303 British
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Adding the butt pad and the flash hider makes the starting rifle a full-fledged Jungle Carbine.
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Aiming down the carbine's iron sights.
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Cycling the bolt.
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The non-empty reload is done with individual rounds, unless the magazine upgrade is applied.
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Lee-Enfield No.4 Mk.I - .303 British
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Holding the Lee-Enfield.
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Lee-Enfield No.4 Mk.I (T) - .303 British
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Adding the long barrel, the scope, and the cheek pad turns it into a No.4 Mk.I(T). With just the long barrel, it's a regular No.4 Mk.I.
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Holding the Lee-Enfield sniper rifle.
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Aiming with the Mk.I(T)'s scope.
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Empty reload is done with replacing the magazines; this is also true for the upgraded mag tactical reload.

Sturmgewehr 44

The Sturmgewehr 44 is the only true assault rifle in the game, being the one to give birth to the term. It is also the main weapon used by veteran enemy soldiers. Unlocked at level 33 for the Assault, 38 for Insurgent and Demolitions, and is the final Recon unlock at level 40.

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Sturmgewehr 44 - 7.92x33mm Kurz
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The base Sturmgewehr. The short magazine is based on the 10-round magazine developed for the StG-45; it holds 15 rounds unupgraded.
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Aiming with the Sturmgewehr's iron sights.
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Removing the magazine has the raider correctly press the mag release.
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Pulling the bolt back at the end of an empty reload.
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MP43/1 with ZF41 scope - 7.92x33mm Kurz
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The upgraded Sturmgewehr, with a ZF41-derived scope and jungle-taped full-length magazines.
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Holding the scoped Sturmgewehr.
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Aiming with the ZF41.

Machine Guns

Machine guns are available to the Assault and Demolitions classes. All machine guns can unlock a bipod, but it is only cosmetic with no gameplay function.

M1918A2 Browning Automatic Rifle

The M1918A2 Browning Automatic Rifle appears simply as the "BAR" (previously dubbed as "BAR Heavy Rifle"), available to the Assault class at level 3, and to the Demolitions class from the start.

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M1918A2 Browning Automatic Rifle - .30-06 Springfield
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The base BAR.
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Holding the M1918A2.
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Aiming down the Browning's sights. The post-war carry handle slightly obstructs the view, and contrasts with the distinctly WWI-era M1918-style sights; these sights, in turn, contrast the M1918A2's proper rear sight guard, with the end result being a rear sight that rather unhelpfully sticks out over its own protector.
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Reloading. Note the abscence of the extended magazine guide lips characteristic of the M1918A2.
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Pulling the charging handle; it incorrectly springs back into place as if the rifle was a closed-bolt weapon.
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Colt R80 Monitor with Cutts Compensator - .30-06 Springfield
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The upgraded BAR, with a wooden pistol grip and compensator from the Colt Monitor, extended magazine (based on an experimental design meant for anti-aircraft use), bipod, and carry handle.

Degtyaryov DP-28

The DP-28 machine gun is available to the Demolitions class at level 13, and to the Assault class at level 15.

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Degtyaryov DP-28 - 7.62x54mm R
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The base DP with an incorrect barrel assembly.
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Holding the DP-28 with a correct barrel assembly and a bipod.
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Aiming down the Degtyaryov's sights. The magazine's top cover is correctly animated to rotate when firing.
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Pulling the bolt back at the start of every reload.
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Removing the magazine without touching the mag release behind the rear sight.
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Punching the magazine in place; this is the only difference between the empty and non-empty reload animations.
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Degtyaryov DPM - 7.62x54mm R
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DT machine gun - 7.62x54mm R
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The upgraded DP, with the correct barrel, bipod, a pistol grip and stock mimicking those of the DPM, and a thicker pan magazine of the DT. The rear sight is raised to visually clear the taller mag, but it is not lined up with any front sight.

Bren Mk.I

The Bren gun is available to the Demolitions class at level 28, and to the Assault class at level 25.

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Bren Gun - 7.92x57mm Mauser
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The base Bren, whose straighter box magazine makes it similar to the Canadian-manufactured model supplied to China. It also has a shortened Mk.I barrel.
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Bren Mk1 - .303 British
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The upgraded Bren, which looks much more like the original Mk.I variant with a hybrid stock. Note it has what appears to be an oversized muzzle brake from an anachronistic L4A4 glued to its own flash hider.
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Holding the Bren gun. Note the dropped magazine.
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Aiming down the Mark I's sights.
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Punching the mag out on a tactical reload actually spawns a magazine model. There is a single prop limit on that, so the previous mag despawns on another reload.
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Placing a new magazine in.
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When reloading from empty, the magazine is removed manually without punching it out, and the charging handle is pulled despite the Bren magazines holding the bolt open when empty.

MG 42

The MG42 machine gun is available to the Assault class at level 38 and Demolitions at 40, the final level. It is also the game's resident mounted MG, and, as per usual videogame tropes, it has unlimited ammo but overheats quickly. This is the same model as in Payday 2, albeit retextured.

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MG42 - 7.92x57mm Mauser
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The base MG42 with a 50-round belt drum.
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Holding the MG42.
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Aiming down the Maschinengewehr's sights.
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Starting the reload by pulling the charging handle. It does not have different animations for empty and tactical reloads. It also does not change with the horizontal charging handle upgrade.
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Removing the belt drum without touching the release latch. It always has rounds in it even if the gun was emptied.
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Placing the new drum in. The belt kinda jumps in position, making for a quick reload animation, which you'll be seeing a lot.
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An overheated mounted MG42. Overheating can be slowed down with proficiencies and Assault's Berserker War Cry.
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MG34 - 7.92x57mm Mauser
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The upgraded MG42, which has the barrel and saddle magazine of the earlier MG34.
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The magazine upgrade changes the reload animation to a simple replacement of the saddle drum and double tapping it in place. Note the original belt is still there.

Grenades & Explosives

Grenades are available to all classes.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate is the first available hand grenade. It has the highest throw distance to the point that it is easy to overshoot the intended target.

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Model 24 Stielhandgranate
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The Model 24 in the equipment menu.
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Holding a Stielhandgranate while looting one of the supply crates. These grenades sometimes drop from enemies who never use them, can come in bundles of up to three, and refill the raider's equipment slot regardless of what type of grenades or mines they have selected. This is also true for the decoy coins.
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Pulling the M24's fuse cap.

Model 17 Stielhandgranate

The WW1-era Model 17 Stielhandgranate is seen on Hitler's desk in several post-mission cutscenes, as noted by the presence of a belt clip.

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Model 17 Stielhandgranate
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Hitler throws the report papers into his assistant's face before throwing the grenade as well. While not visible in this shot, the warhead has a flush top which differentiates it from the earlier M16.

Model 13/15 Kugelhandgranate

The Model 13/15, known in-game as "Concrete Grenade" is the first available replacement for the M24. It is the most middle-of-the-road grenade option with average damage, radius, and throw distance.

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Model 13/15 with "Poppenberg'sche" System.
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The "Concrete Grenade" in the equipment menu.
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Holding a Model 13/15.
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Pulling the pin before testing how far from the bomb it can fly.

M23 Haanbombe

The M23 Haanbombe is available in the game under its German "343(d)" designation. It has the same stats as the starter M24, but has a lower throw distance. It might seem like a downgrade but it keeps the grenade from flying into the sun.

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Model 23 Haanbombe
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The Haanbombe in the equipment menu.
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Waiting for the dust to settle with a Danish grenade in hand.
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Preparing to do a little trolling. There is no friendly fire from explosives in the camp, so throwing grenades at each other is a completely acceptable activity in the lobbies.

S-Mine 35

Added in a surprise update, the S-Mine acts like a proximity mine, and is helpful for defending objectives. For balance, raiders can carry only two by default as opposed to three hand grenades, which can be remedied with proficiencies on some classes.

S-Mine 35.
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The S-Mine in the equipment menu. Note how it is named the "Spring Mine"; while this would imply that it launches itself into the air with a spring when triggered, the actual S-Mine uses a small explosive charge. In spite of this, some sources do claim that Springmine was an actual name for the device in service, in addition to the more logical Schrapnellmine and Splittermine.
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Holding an S-Mine after having successfully mined the weapons workbench.

Mills Bomb

The Mills Bomb is available at level 31 and is the last equipment piece unlocked. It has the widest explosive radius but cannot be thrown as far as the other options.

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No. 36M Mk.I "Mills Bomb"
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The Mills Bomb in the equipment menu.
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Holding a Mills Bomb.
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Pulling the pin despite that everyone in the throwing range had perished in the previous explosion.

Tellermine 43

Some Teller mines modified to be remotely detonated are used in Last Orders to destroy two vehicles of the convoy, despite there being four mines for every raider to pick up.

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Tellermine (Pilz) 43 Anti-tank mine
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It's hard to make out the top cover design in the shadow, but the handle shape and the markings are those of the Tellermine 43.

AN/M14 incendiary grenade

In the same raid, should the halftrack carrying the sommelier not be detonated with the Tellermine, an AN/M14 incendiary grenade is used to burn through the vehicle's hatch, referred to simply as "thermite".

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AN/M14 incendiary grenade
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Besides the low-resolution purple band, the in-game AN/M14 has no markings.

Other

Flammenwerfer 41

German flame troopers are equipped with the Flammenwerfer 41. Like in many videogames, the backpack can be exploded with fatal results for the operator when shot enough, but it's protected with armor plates that need to be shot off first.

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Flammenwerfer mit Strahlpatrone 41.
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Even dead, a Flamer never lets go of his flamethrower.

MG 34 Panzerlauf

Enemy Tiger I tanks will open fire with their front-mounted machine guns and quickly deplete the raider's health should they be given a chance. The firing sound it makes is identical to the game's MG42.

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MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser
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A rare opportunity to do a mission fully in stealth going awry, a Panzer from a block away quickly enters the scene to ruin the raiders' day.