Hot Dogs, Horseshoes & Hand GrenadesHot Dogs, Horseshoes & Hand Grenades - Internet Movie Firearms Database - Guns in Movies, TV and Video GamesHot Dogs, Horseshoes & Hand Grenades
Hot Dogs, Horseshoes & Hand Grenades, also known as H3VR, is a virtual-reality shooting gallery sandbox game with an emphasis on realistic weapon operation. Using the HTC Vive's motion controllers players can manipulate individual rounds in a magazine, pull the cocking lever, flip safeties, deploy a bipod, fold or collapse the stock, dry-fire, and even adjust the zeroing on sights and scopes. The axis of the motion controller even conforms to the angle of each individual weapon's grip.
Outside of custom models created for the game, a good portion of the game's weapon models come from either publicly available 3D assets sold on asset stores and direct donations from freelance weapon artists to the game's lead Anton Hand. With some detailed research, it is even possible to identify the exact creators of individual models, either by researching in the asset stores or artist portfolios. For instance, many of the early weapons have made-up markings, a feature of weapons from the "Ultimate FPS Weapons Pack" by weapon artist ChamferZone, and a series of Mauser C96 variants added later in the game are all from the "Mauser Pistol Pack" by Stefan Engdahl. More info on weapon assets and artists can be found in the discussion page.
Note: Seeing as H3VR currently contains over 250 firearms, keeping all of them on a single page could cause those with slower internet connections to have difficulties loading it. As such, this page has been split into two parts. To view the game's pistols, revolvers, submachine guns, shotguns, and assault rifles, stay on this page. To view the game's rifles, carbines, battle rifles, sniper rifles, machine guns, launchers, unusable/NPC weapons, and grenades, click here.
Additional note: due to inherent difficulties with VR screenshots, most screenshots on this page are from devlog videos by game director Anton Hand, with the remainder being provided by members of the game's Reddit page, r/H3VR; these users will be noted in the respective weapons' sections.
The following weapons appear in the video game Hot Dogs, Horseshoes & Hand Grenades:
While not directly usable in-game, a Beretta 92FS (different from the M9A1 below) is seen on the item spawner's instruction panel as an example handgun, showing off some standard controls and functions.
Replicas of the modified Grammaton Cleric pistol from the movie Equilibrium are available in-game, having been added through Update #37. The Grammaton Cleric comes in full-auto, and boasts the same interesting muzzle flash as the movie gun.
The Beretta 950 Jetfire is one of the available firearms in-game, having been added through the first Meatmas update. 2 versions are available - a standard blued model with black plastic grips, and a gold-plated model with mother-of-pearl grips.
The Beretta M9A1 is one of the 4 pistols added in Update #5. Upon its introduction, it was permanently fitted with a suppressor; this was removed in favor of a threaded barrel in Update #20 (which introduced detachable suppressors to the game).
The Beretta Px4 Storm is one of the available firearms in-game. It was added in Update #20, and is correctly able to share magazines with the earlier M9A1, the concurrently-added Cx4, and the later-added Mx4.
The Wurstwurld update brought along a Bergmann Simplex pocket pistol, among many other things. Of note is that this is the first ever appearance of this weapon in a video game, and only the second documented appearance of it in any form of media, the first being in The Mystic Archives of Dantalian.
The Browning Hi-Power was the first weapon added in the 1st Meatmas update. Notably, it is correctly depicted as being unfireable without a magazine inserted.
The M1911A1 is one of the available firearms in-game, added in Update #3. Update #23 added 2 cosmetic variants: one with a matte-gray finish and green synthetic grips, and one with a gold-plated finish and black grips. A unique version of the latter with unlimited ammunition, full-automatic fire capability, and a length of about 1 meter is available in the Meatmas level; this is referred to as, of all possible names, "Floppy McLongflopper".
Update #52's 7th alpha build (the April Fools' Day special) included the so-called "Oversize" version of the M1911A1. As the name implies, it is substantially larger than the standard M1911A1, being more akin in size to a howitzer than a handgun; to facilitate human use, it is fitted with several RIS-type grips for handling, a rail on the side for sights (as attempting to aim with the standard slide-mounted irons would likely lead to the user being decapitated), and an equally massive bipod for more stable use.
It fires the ".45 ACP Oversize" round, which, amusingly, had already been added to the game several updates prior; many enterprising players combined this with the ability to cook off and/or directly strike the primers of loose rounds to set them off (introduced in Update #48), and the game's substantial amounts of freedom with regards to rail adaptor placement (or spacially-lockable platforms, for that matter) to create various devices to launch these rounds.
Error creating thumbnail: File missing"Huh? What's this? Why would someone make a massive 1911 magaz..."Error creating thumbnail: File missing"Oh."Error creating thumbnail: File missingLoading the massive magazine into the massive handgun. Awkward angles are all but mandatory.Error creating thumbnail: File missingRacking the slide (by way of the diagonally-attached handle on the side); this shot also shows that the rather literal hand-cannon is apparently made by "HEDEN GUN CO. INC" out of "HEDEN, .N.Y". This fictional manufacturer (complete with fictional town and mis-written postal code) is shared with the standard M1911A1 variants (which makes sense, as the Oversize is a scaled-up version thereof).Error creating thumbnail: File missingFiring a "Mortar" round (which, as previously shown, uses the model of a tracer, and as presently shown, looks like one when initially fired).Error creating thumbnail: File missingThis round is the simplest of the 3 available types, being an impact-detonated high-explosive shell, as seen here.Error creating thumbnail: File missingThat shell plus 6 more equals an empty artillery piece, meriting a mag swap; this is done by punching (yes, punching) the magazine release button...Error creating thumbnail: File missing...which, assuming that the gun is high enough off the ground, dumps out the magazine with a loud "CLUNK".Error creating thumbnail: File missingIf you're feeling tired after hefting around a literal artillery piece, no worries!Error creating thumbnail: File missingJust unfold the bipod, and take a load off.Error creating thumbnail: File missingA bit of futzing with the ammo spawning panel grants a magazine loaded with what appear to be jacketed hollowpoints; these are actually what are known as "Mega Buckshot" rounds.Error creating thumbnail: File missing""Mega Buckshot"? What on Earth could that possibly..."Error creating thumbnail: File missing"...wow. I don't know what I was expecting, but it sure as hell wasn't that."Error creating thumbnail: File missingFiring off another MBS round with the game's optional bullet trails enabled gives a better idea of just what "that" is: each shell fires several "pellets", if you will; upon hitting a surface, these "pellets" explode, releasing a burst of .50 BMG tracer projectiles.Error creating thumbnail: File missingLoading the last type of round directly into the chamber; this round, visually resembling an FMJ, is a MIRV (Multiple Indepent Reentry Vehicle) round. It's not every day that you see something with terminology more generally associated with long-range ballistic missiles being loaded into a handgun.Error creating thumbnail: File missingIf grabbing a hold of the slide-mounted grip and wrestling with the recoil spring directly just isn't your style, the slide release is always an option.Error creating thumbnail: File missingJust grab on, and yank downward with everything you've got.Error creating thumbnail: File missingOne of the more bizarre features of the weapon (yes, it gets more bizarre) is the exposed firing pin; should one not want to disturb a well lined-up shot, they can simply leave the pistol as-is, and hit the firing pin with another, smaller handgun, like this M29 here.Error creating thumbnail: File missingPreferably from slightly further away, assuming that you value your wrists more than a close view of the MIRV round's curious blue tracer. A real priorital toss-up, I know.Error creating thumbnail: File missingThanks to the magic of bullet trails, the MIRV round's mechanics can be more clearly seen; each shell starts out solid, then splits into 7 smaller explosive shells after a fixed period in mid-air (or just explodes all at once if it hits something first).
Colt Woodsman Match Target
One of the weapons added in the 2018 Halloween update (the main headline of which was the Return of the Rotweiners gamemode, a large-scale rogue-lite zombie RPG) was a Colt Woodsman Match Target .22 target pistol with gold-inlaid engravings and pearl grips.
One of the first firearms added to H3VR (before it even carried that name, in fact), along with the "Cartoon 8 Gauge" sawn-off shotgun, was the "Cyber Pistol", a fictional semi-automatic handgun with an integrated laser sight. It feeds from a 9-round single-stack magazine; this initially used a simple, proprietary round known only as "Cyber Pistol" ammunition; in Update #52, it was changed to use the same "10mm DSM" ammo as the LAPD 2019 Blaster. The Cyber Pistol isn't presently attainable through the standard item spawner, though some scenes feature an Easter egg fully-automatic version with infinite ammo, and the standard version can be obtained through random spawns in modes such as Take & Hold.
A Desert Eagle Mark VII, chambered in .44 Magnum is one of the available firearms in-game. It was added in Update #26, an update that (perhaps more significantly) also added the Meat Grinder gamemode.
On April Fools' Day of 2018, Update #52's 7th alpha build was released. Among other things, this included the "Degle.50", a cardboard Desert Eagle held together with duct tape. The weapon was meant as a joke response to a poorly-spelled Steam request for a replica of the Desert Eagle seen in Blue Estate. It fires the ".50 Imaginary" round, of which several types (with names just as eloquent as that of the pistol itself) are available. To top it off, all of the Degle's sound effects were created by game director Anton Hand - not mixed, mind you, but literally created - the sounds are all Anton saying various onomatopoeia associated with the weapon's functions.
To compliment the .44 Mark VII, Update #58 added a Desert Eagle Mark XIX in .50 Action Express. The in-game handgun is a more recent Magnum Research model, with rails on the barrel and frame, and a ported barrel.
Update #58 added a much-requested handgun, the FN Five-seveN. The in-game weapon is a USG model, the most common of the bunch (despite no longer being in production), and has an FDE frame.
So far the only known media appearance of this fairly rare French machine pistol, the UNION was a version of the Ruby capable of full-auto fire. It had a distinctive 35-round horseshoe magazine, which is replicated in-game.
Error creating thumbnail: File missingFrench UNION with magazine and loading tool - .32 ACPError creating thumbnail: File missingWhen you have a game with the word "Horseshoes" in the name, you need to have a gun involving horseshoes. It's just mandatory.Error creating thumbnail: File missingLoading in the magazine...Error creating thumbnail: File missing...which results in something exactly as ridiculous-looking as you'd expect.Error creating thumbnail: File missingPulling back the UNION's slide.Error creating thumbnail: File missingAiming; this is a rather pointless activity, considering both the weapon's lack of sights and its short effective range.Error creating thumbnail: File missingUnleashing a barrage of .32 ACP rounds.Error creating thumbnail: File missing35 of the aforementioned rounds later, the UNION locks open, showing off the fluting of the barrel, which is normally covered by the slide.Error creating thumbnail: File missingA closeup of the pistol, following a quick mag change. This shows off the labeled witness holes in the magazine (which actually allow for the viewing of cartridges in-game, and are placed every 5 rounds, starting at 15), as well as the markings, which read "PISTOLET AUTOMATIQUE FRANCAIS" on the first line, "FABRIQUE A STETIENNE-CAL 7.65" on the second, "UNION" both on the grip and to the right of the other slide markings (in quotation marks on the latter, oddly enough), and "TRADE MARK" surrounding a manufacturer's logo in the center of the grip panel. While not visible here, the front of the lower frame indicates that the serial number is 0424, and the magazine is marked "CHARGEUR "UNION" CAL.7/65 BTE S.G.D.G".Error creating thumbnail: File missingJust in case it wasn't ridiculous enough already, the unique magazine shape of the UNION allows for... this.
Glock 17
Update #53 added a series of 9x19mm Glock pistols, the first of which being the ubiquitous Glock 17 to H3VR, specifically a 4th-generation model. It comes in 2 flavors - vanilla, and "Custom", the latter having a flared magazine well, raised aftermarket iron sights, a slide-mounted red dot sight, and a modified slide resembling the ZEV Technologies Dragonfly, with diagonal slide serrations and milling cuts around the barrel. It also comes with a unique magazine, interchangeable with the other 9mm Glocks.
The third (or, again, fourth if the customized G17 is counted) and final Update #53 Glock is a 3rd-gen Glock 19 with an FDE frame and a extended threaded barrel. Before it was made a usable weapon, a cartoonish-looking compact-sized Glock was made available to Soldier Weinerbots in Update #46.
The Intratec TEC-9 is one of the game's available firearms; it has a rather strange "tacticool" orange paintjob. Initially, 2 versions were available - a standard semi-auto variant, and a variant converted to full-auto; Update #53 changed the latter into a converted Interdynamic KG-9, leaving only the standard semi-auto version.
Update #53 added an IWI Uzi Pro Pistol. True to its real-life nature, it is treated in-game as a semi-auto-only closed-bolt pistol, rather than as a machine pistol, as one may assume at first glance.
Update #50 added a Kimber Warrior, fitted with non-standard grip panels, raised red illuminated iron sights, and a permanently-attached red dot sight, known as the "M1911A1 Tactical". The sixth alpha build of Update #52 added a further customized model, with a slide with milling cuts, a different slide-mounted RDS, and bone grips, called the "M1911A1 Operator".
Error creating thumbnail: File missingKimber Warrior - .45 ACPError creating thumbnail: File missingA nice, close look at the Kimber Warrior. Also seen here is the indoor range's target board; it leaves a black mark wherever a shot is placed on the corresponding target downrange, with the most recent hit being red.Error creating thumbnail: File missingA view through the Warrior's integrated RDS, which also shows off the co-witnessed illuminated sights. Meanwhile, RSOs around the world wince at the direction that the pistol is pointed.Error creating thumbnail: File missingThe Warrior, locked open after a successful mag dump. The extended magazine seen here was added to the game with the weapon, holds 11 rounds, and can be freely interchanged with the standard 7-rounders.Error creating thumbnail: File missingLoading a new magazine into the Warrior.
"M1911 Operator"
Error creating thumbnail: File missingExamining the left side of the "Operator"...Error creating thumbnail: File missing...and the right side. Due to a now-patched bug, the trigger is inside of the magazine well, similar to the Colt Defender above. The slide markings denote the pistol (or at least the slide) as being made by the fictitious "SNOW TIGER FIREARMS INC".Error creating thumbnail: File missingAiming the Operator. Like the earlier Tactical model, the Operator has an integrated red-dot sight, albeit a different, higher-profile model than the earlier pistol.Error creating thumbnail: File missingFiring a round. As with all the other M1911 variants, it's chambered in .45 ACP.Error creating thumbnail: File missingReplacing the now-empty magazine with a fresh one.Error creating thumbnail: File missingFinishing off the reload with a quick tug of the slide. Note that the slide is further back here than it was in the previous shot; H3 does, in fact, show that a weapon's bolt or slide can be pulled back past its lock point.
Luger P08
The Luger P08 is another handgun option in-game, added through Update #47.
Update #43 introduced the Mauser C96 to the game. The weapon holds 10 rounds of the 7.63x25mm Mauser cartridge (which, like some in the game, was added before there were any weapons that could use them), and can be reloaded round-by-round or with a 10-round stripper clip.
In a similar vein to its 3 extra Luger variants, Update #52 brought along 3 variants of the Mauser C96, the first being a Mauser M712 Schnellfeuer machine pistol.
Moses Brothers Self-Defense Engine Frontier Model B
Unlocked as a reward, the "Frontier Model B" is a precise replica of Captain Malcom's gun from Serenity and Firefly. While the original prop was actually a Taurus Model 85 in a multi-part casing meant to make it look like a semi-automatic, magazine-fed handgun, in-game it is just that- a magazine-fed, semi-automatic handgun that holds 6 rounds (plus one in the chamber) of the proprietary .36 Moses cartridge.
The Ruger Mk III is one of the available firearms in-game; it was added in Update #5, and was, until the release of Update #56, the only weapon in the game chambered in .22 Long Rifle. Notably, its magazine safety (a system that prevents the pistol from firing if no magazine is inserted) is correctly simulated in-game.
Update #59's ninth alpha build added the Ruger Mk IV, an improved version of the Mk III with a simplified disassembly procedure. 2 versions were added: a stainless Hunter model with high-contrast illuminated sights, and a Standard model with a custom integrated suppressor, known as the "Whisper" variant. As with the earlier Mk III, the Mk IVs both have simulated magazine safeties.
The compact version of the SIG-Sauer P250 is one of the available firearms in-game. It has a two-tone finish, is chambered in .45 ACP, and was added in Update #5.
Update #57 added one firearm, the Compact-eXploder machine pistol, made by Japanese science fiction mangaka Masamune Shirow's fictional arms company Seburo. In-game, the weapon is referred to as the "SCX" (i.e. Seburo Compact-eXploder), and fires the 4.6x30mm HK round (its caliber never being specified in the original source material).
The 12th alpha build of Update #52 added a Thompson Center Arms Contender pistol chambered in .45-70 Government, with a curious combination of a wooden forearm and a synthetic grip. Interestingly, it uses the same code-base as the earlier-added Orion Flare Gun, due to the near-identical manual of arms.
The Tokarev TT-33 is one of the available firearms in-game. It was the first "real" handgun added (barring the fictitious "Cyber Pistol"), and predates H3's release altogether; it was one of the few weapons included in the very first early access build of the game.
...what? Were you expecting something that actually fits into the section and flows well? Nope. Too bad. This is all you get.
Volcanic Repeater
The Volcanic Repeater is one of the firearms added in the Wurstworld update. It's based on an early Smith and Wesson produced Navy model, with iron frame over the later brass frame, and is chambered for .41 caliber "Rocket Ball" rounds, which are (correctly) rather anemic.
Update #39 added the Chiappa Rhino to the game's arsenal; rather than simply choosing one version, H3 made the rather impressive choice of adding all of them - the 20DS, the 40DS, the 50DS, and the 60DS.
Update #42 made the Colt SAA available for use in-game, specifically the 5.5" barreled model; this was the first single-action revolver added to H3. Of note is that the weapon will fire if it is dropped on the hammer, provided that the hammer is uncocked and resting on a loaded chamber. This interesting, realistic touch is a trait shared by the other single-action revolvers added to the game later, including the Reichsrevolver M1879 and the Nagant M1895.
The SAA was actually present in the game long before Update #42, albeit not in physical form; the "Amendment 35" poster in the indoor shooting range features 2.
Update #43 introduced the LAPD 2019 Blaster from Blade Runner, referring to it as the "LAPD 2019 Special" (another one of its common names). It is perhaps one of the most intricate depictions of the weapon in any piece of media (and most certainly the most complex weapon in the game):
The weapon, at its core, is a 5-shot, swing-out cylinder DAO revolver, chambered for the proprietary (and fictional) 10mm DSM (Discarding Sabot Magnetic) cartridge. This cartridge has a variety of available ammo types, including:
"Slugger" rounds (the weapon's default ammunition type; a hard-hitting, high-impact round),
Fragmentation rounds (yes, the weapon can fire grenades),
"Turbo Penetrator" rounds (a high-velocity armor-piercing round that doesn't impart much energy, but can penetrate a variety of targets),
and highly sensitive, surface-adhering, low-velocity, motion-sensitive proximity mine rounds (while the sensitivity is nice for dealing with enemies, it also means that they can be detonated by other things, including miscellaneous nearby moving objects, other proximity mines as they fly through the air, and even simply being fired in the charged mode, meaning that their sensitivity can be either a benefit or a hazard).
Furthermore, the hollow underneath the weapon's barrel is storage for the weapon's batteries (which bring the profile fully into line with the original prop, complete with LEDs that change color as the battery loses charge) used in the railgun-assisted mode, which dramatically increases muzzle velocity, at the cost of creating massive amounts of heat (as one would expect from a railgun).
To help slow the weapon's overheating, heat sinks (called "thermal clips" in-game) are placed into what was the Steyr Mannlicher Model SL's chamber on the original prop (the bolt handle is turned to expose the heat sink, and pulled back to eject it if necessary); these have to be replaced regularly to prevent the weapon from overheating critically. As the weapon overheats, its barrel will begin to put off steam, then glow progressively brighter and brighter, while the accuracy and battery efficiency suffer; eventually, if the weapon reaches its highest heat level, its barrel will be permanently damaged, causing a significant drop in accuracy even after the weapon cools down.
Error creating thumbnail: File missingThe original prop from Blade Runner.Error creating thumbnail: File missingThis weapon can either be viewed as the result of countless years of scientific research and development, or as the result of firearm kitbashing, but either way, it's undeniably beautiful.Error creating thumbnail: File missingThe revolver's cylinder, open and ready for loading. Note the red dot on the ground; this is from the weapon's integrated laser sight (the small rod just to the left of the cylinder, with a red end), which is active whenever the weapon is held.Error creating thumbnail: File missingThe various ammo types available for the weapon. From top to bottom: Swarm-Shot, Slugger, Fragmentation, Prox-Mine, Tracer, and Turbo-Penetrator. Decisions, decisions...Error creating thumbnail: File missingLoading the weapon up with some "Slugger" rounds.Error creating thumbnail: File missingFiring the weapon. The fact that this is a faithful recreation of the original movie prop means that it doesn't have any iron sights, though the integrated laser makes that a bit of a moot point.Error creating thumbnail: File missingAs impressive as the weapon is, one can't help but feel like something's missing...Error creating thumbnail: File missingAhh, much better!Error creating thumbnail: File missingA closeup of the battery. The color of the LEDs changes as their power is drained; they start out green, changing to yellow, orange, and eventually red when empty. The markings read "L.A.P.D. MODEL 2019 A.N.2. 10MM DSM".Error creating thumbnail: File missingFiring a charged shot from the LAPD produces some impressive particle effects. The back of the laser sight doubles as a capacitor charge indicator; when the weapon is set to auto-charge, there is a short, but noticeable, delay between shots, wherein power is drained from the battery and transferred to the capacitor.Error creating thumbnail: File missingOpening up what was once a chamber reveals the downside of this increased power is an increase in excess heat, which is stored in these heat sinks. The markings here read "MADE IN CALIFORNIA" and "10816", the latter presumably being a serial number.Error creating thumbnail: File missingFailure to replace the heat sinks frequently enough results in... this.Error creating thumbnail: File missingIf this problem is ignored even further, it only gets worse; the particles close to the weapon are actually pieces of the inside of the barrel, the ejection of which has a rather predictable effect on the weapon's accuracy.Error creating thumbnail: File missingFiring a proximity mine round, whilst simultaneously ignoring just about every rule of every shooting range ever. The mine is the red hexagonal object, currently flying through the air. How an object that size can fit into a 10mm barrel is anybody's guess.Error creating thumbnail: File missingThe blast of the aforementioned mine, which was detonated by throwing a spare round at it.
Nagant M1985
The Nagant M1985 was added through Update #47. It holds 7 rounds of 7.62x38mmR Nagant ammunition, of which only it uses. Notably, it is treated as single-action only, the reasons for this being twofold: the weapon was built to use the same code set as the Colt SAA and Reichsrevolver M1879, and the Nagant has a notoriously heavy trigger pull in double-action due to its unique gas-seal mechanism; while it wasn't the original intended purpose, this also allows the weapon to be effectively suppressed, a capability that is emulated in-game. This single-action behavior could also be indicative of the so-called "Private's Model" variant of the Nagant, which was in fact SAO.
Added through the long-awaited Update #45, the Reichsrevolver M1879 is available for use in-game, and is (understandably) the only weapon in-game to use the 10.6x25mmR cartridge.
Error creating thumbnail: File missingReichsrevolver M1879 - 10.6x25mmR German OrdnanceError creating thumbnail: File missingBehold, a revolver that's been around for 139 years, and outdated for 139 years.Error creating thumbnail: File missingThe other side. Note the unusual presence of a manual safety on a revolver; this can only be engaged with the hammer de-cocked, and doesn't do anything but prevent it from being cocked, making it a bit pointless. Nevertheless, it's rather unfortunate that it's not usable in-game; there's no real way around it, since there aren't any buttons left on the controller to map it to.Error creating thumbnail: File missingLoading in a few 10.6mm rounds. As with the Colt SAA, one-at-a-time gate-loading with the hammer half-cocked is the modus operandi.Error creating thumbnail: File missingFinishing the other half of the revolver's cocking...Error creating thumbnail: File missing...and firing a shot off.Error creating thumbnail: File missingEjecting a spent case. The Reichsrevolver in-game uses standard ejector rod behavior despite lacking one; the actual ejection method of the Reichsrevolver (using a separate ejector rod - or, for that matter, a stick - to punch out spent cases by hand) simply isn't possible with the game's current code-base.
Smith & Wesson Model 10
A 5"-barreled Smith & Wesson Model 10 is one of the available firearms in-game, added in the Wurstworld update.
The Smith & Wesson Model 327 is one of the available firearms in-game, added in the 2016 Meatmas update. Uniquely, the revolver in-game is a left-handed model, the cylinder swinging out to the right instead of the left as is normally the case.
Added in the 7th alpha build of Update #59, the Smith & Wesson Model 500 makes its mark as the most powerful (per-shot) non-fictional handgun in the game.
Smith & Wesson Model 629 Stealth Hunter/686P Hybrid
One of the weapons added in the first Meatmas update was a strange hybrid of Smith & Wesson revolvers, with the overall appearance of a Model 629 Stealth Hunter, but the .357 Magnum chambering and 7-shot cylinder of a Model 686P.
The Webley Mk VI has been added with the release of Update #47. It was initially chambered for the ".454 Webley" round, a mis-writing of .455 Webley; this error was later corrected. Notably, it is also the first top-break revolver in the game.
The fully-automatic variant of the earlier-added Cx4, the Beretta Mx4 Storm, was added in Update #52.
Error creating thumbnail: File missingBeretta Mx4 Storm - 9x19mm ParabellumError creating thumbnail: File missingAn Mx4 in a freshly-opened weapon crate.Error creating thumbnail: File missingAdmiring the Mx4's sleek, futuristic-looking lines. A lovely piece of kit, to be sure.Error creating thumbnail: File missingUnfortunately, the RNG wasn't terribly kind in this particular instance, pairing the submachine gun with a small 15-round magazine. At least it's loaded with tracers.Error creating thumbnail: File missingLoading in the aforementioned magazine.Error creating thumbnail: File missingPulling the charging handle. While the Mx4 does have a bolt release in-game, you can't exactly take full advantage of it when the bolt is already in battery.Error creating thumbnail: File missingBlasting away at an enemy; while the muzzle flash and tracer may make it hard to see, the enemy in question is a "meatcrab", one of the enemies added with this Take & Hold level (known simply as Containment). The enemy, along with several others in the level, and the design of the level as a whole, are meant as an homage to Half-Life.Error creating thumbnail: File missingWhile the meatcrabs aren't much on their own, the creatures that they create are another matter altogether.Error creating thumbnail: File missingDealing with some more "normal" enemies - here, a Weinerbot sniper learns that precise aiming isn't really necessary inside of the distance of a typical backyard game of catch.
Błyskawica
Added in the 11th alpha build of Update #52, the Błyskawica, a Polish submachine gun manufactured clandestinely under German occupation, is usable in H3.
The Brügger & Thomet MP9 was added in the 2016 Meatmas update, permanently fitted with B&T's distinctive railed suppressor. Update #46 added a version without the fixed suppressor; the suppressor was then made an attachment in Update #52, which resulted in the removal of the suppressed version.
The Gepard PDW is one of the available submachine guns in-game, having been added in the first Meatmas update. This is also the only known appearance of this rare Russian prototype PDW in any media.
A Heckler & Koch MP5A2 with a Surefire forend is one of the available firearms in-game. It was added to the game with Update #7. Update #24 made some changes, including the addition of a top rail, and the ability to adjust the sights and turn on the flashlight.
Between the release of Update #9 (when it was added) and Update #20 (when it was removed), the game's MP5K was actually a stockless MP5K-PDW, as identified by the distinctive muzzle device. It was replaced by the MP5KA4 due to inaccuracies in the model, many of which were magazine-related.
The Heckler & Koch UMP45 is one of the available firearms in-game; it was added in Update #7, along with the MP5A2. Prior to the release of Update #52, it was permanently fitted with a vertical foregrip.
Update #54 added an IMI Micro Uzi to H3's collection; the weapon was, however, present in-game long before then, being featured on the icon for the "Spray & Pray" category in the MEATS (Modular Environment Adaptive Target Simulation) game mode.
In the 9th alpha of Update #59, two versions of the Uzi were added: the solid-stocked "Classic", and the folding-stocked "Compact"; prior to this, in Update #52's 10th alpha, the folding-stocked version was added as an option for SWBs.
A full-auto converted Interdynamic KG-9 is one of the available firearms in-game; it features the same strange strange paintjob as the TEC-9. It is referred to as a modified version of the latter; it initially was, until Update #53 converted it from closed-bolt to open-bolt, effectively turning it into an earlier open-bolt KG-9.
The second variant of the Luger coming to the game in Update #52 is a downright bizarre modification of the P08, which has a considerable amount of AKM parts attached to it, including a stock, a handguard (with a Soviet-type dovetail rail on the side), a set of sights, and a barrel and gas tube, the latter of which actually contains the weapon's barrel; a hole has been placed in the front sight tower for this to fire through. As if that weren't ridiculous enough, it is also fully-automatic, which, due to the Luger's toggle-locked action, leads to a downright absurd rate of fire.
However, perhaps the strangest thing about this weapon is that it actually exists. Made by German custom gun shop Waffen Werle, it is exactly what was described - an automatic Luger modded out with AKM parts.
The Kedr PP-91 is one of the available firearms in-game. It was added in Update #19; Update #24 gave it some changes, including a 2-setting rear sight and a side-mounted Picatinny rail.
Added through Update #50, the classic M1A1 Thompson is usable.
Error creating thumbnail: File missingM1A1 Thompson - .45 ACPError creating thumbnail: File missingA Thompson in a weapon case, along with a magazine.Error creating thumbnail: File missingA good look at the weapon's model. The separate safety and fire selector are correctly simulated in-game; they are currently set to safe, as is the case when a weapon is first spawned. Also note the receiver's markings; the first line reads "THOMPSON SUBMACHINE GUN", the second "CALIBER .45 M1A1", and the third "NO. 287404".Error creating thumbnail: File missingLocking back the M1A1's bolt.Error creating thumbnail: File missingAttempting to line up the sights. "Attempting" being the key word here; the M1A1's heavy vertical recoil can make keeping it on target extremely challenging.Error creating thumbnail: File missingRemoving an empty magazine, after a considerable amount of snowflake shooting. While it's not very visible here, the rounds do, in fact, visibly disappear from the indicator holes in the sides. Also note the floor being visible through the magazine well. This is not, as one may initially suspect, a missing texture; rather, it is actually a view through the ejection port.Error creating thumbnail: File missingUpon flipping the weapon over, one discovers that the aforementioned view through the ejection port is made possible by the Thompson's bolt hold-open; unlike many open-bolt firearms, if a Thompson is dry-fired with a magazine inserted (i.e. when the trigger is held after firing the last shot in full-auto), the bolt will not go forwards.Error creating thumbnail: File missingAnd, of course, what better way to celebrate the presence of bolt hold-open devices than to fire randomly at absolutely everything.
Update #51 added a variant with the OSS-type integral suppressor; while this isn't necessarily impossible, suppressors were more common on the later M3A1 variant. This choice was likely made to reuse most of the existing M3 model. The update also made the previously permanently-collapsed stock extendable.
The MAC-11 is one of the available firearms in-game, having been added to the game in its infancy- all the way back in Update #4. Following Update #46, SWBs can now make use of these.
Error creating thumbnail: File missingRPB Industries M11A1 - .380 ACPError creating thumbnail: File missingHaving felt that his life was missing a bit of bees, our nameless, handless, faceless, intangible, and generally nonexistent protagonist decides to remedy this problem, with the aid of 32 .380 ACP rounds.Error creating thumbnail: File missingAdmiring the now-loaded bee machine.Error creating thumbnail: File missingPulling back the charging handle...Error creating thumbnail: File missing...before looking at the other side. This shows off the weapon's open-bolt nature; the MAC-11 was the first open bolt weapon in H3, and the only one until the addition of the Sten a whopping 45 updates later.Error creating thumbnail: File missingUpon attempting to fire the MAC-11, our favorite literally nobody finds it distinctly lacking in apodiean output; a close look at the left side reveals the culprit: the ever-nefarious safety lever. This view also shows off the markings on the side; in addition to the "SAFE" and "FIRE" markings at the front, and the largely correct logo at the rear, the markings under the ejection port are legible, and read "INGEM M11. CAL 9MM AUTO" on the first line, "MILITARY ARMAMENT CORP" on the second, and "POWDER SPRINGS GA, USA" on the third.Error creating thumbnail: File missingHaving remedied the above issue, our protagonist finally gets the satisfying sound that he oh-so desired.Error creating thumbnail: File missingOne empty magazine (and one ventilated target) later, our hero belatedly realizes that this would've made actually firing the MAC-11 considerably easier.
MP40
Added through Update #50, the MP40 is available for use in H3VR.
The second of Update #52's 3 C96 variants is a derivative of the above Schnellfeuer, and a rather curious one at that: a Brazilian PASAM submachine gun, modified with a top rail and a Vz. 61 Skorpion-esque top-folding stock.
The model itself is a publicly-available 3D asset by weapon artist Stefan Engdahl, going by the name "Mauser Assault Carbine" and sold on CG Trader alongside all the other C96 variants seen in-game as the "Mauser Pistol Pack." It is a strange hybrid which appears to be based on a photograph of a converted airsoft gun, with a standard C96 pistol grip like a Mod 1 PASAM but the barrel shroud attached to the top of the magazine housing rather than all along it, with a vaguely Thompson-like foregrip which is not really like either PASAM variant, and the folding wire stock which no variant had (the 2nd variant of the PASAM only had a fixed wire stock). On ArtStation, Engdahl acknowledged that it's a modification of his Mauser M712 model he made for fun.
The PP-19 Bizon-2 is one of the available firearms in-game. It was added in Update #18; upon its release, it was permanently fitted with a side-mounted Picatinny rail adaptor, but this was made into an attachment in Update #40. It is chambered in 9x19mm Parabellum, and as such, holds 53 rounds.
A fictional version of the PPSh, also added through Update #50, this weapon is seemingly intended as a modernized variant of the original 1941 design (which, if the name is anything to go by, was designed in 2014). The model is done by Pavel Kutejnikov.
Added through Update #46, the "QC9 PDW" is an AR-15-patterned submachine gun chambered in 9x19mm. It appears to consist of a QC10 Colt-magazine-compatible 9mm lower, a VLTOR upper, and a Magpul MOE stock and pistol grip, among other things. In-game, it can take 3 types of magazines- a 32-round Colt-pattern stick magazine, a 32-round "waffle"-pattern polymer stick magazine, or an X-Products X-15 50-round drum magazine.
The Sa. Vz. 61 Skorpion is available in H3, having been added with the M.E.A.T.S. gamemode in Update #37. The one in-game has a bit of an identity crisis; it's visually a Vz. 61, complete with curved magazines, but it's referred to as a Vz. 64, and is accordingly chambered in .380 ACP.
Update #49 added the Sten Mk II submachine gun, which marks the first time since the introduction of the MAC-11 that an open-bolt weapon was added to H3VR. Notably, the weapon's secondary grip zone (where the user's non-firing hand goes) is around the barrel shroud, meaning that the game only allows the proper two-handed grip with the secondary hand around the barrel shroud, the improper magazine grip disallowed. There is also another variation, the so-called "Mk. 9 Chopshop" variant, with a shortened barrel and a cut-down stock.
The TDI Vector is one of the firearms added in Update #37. 2 variants of the weapon were initially available in-game: a standard one, and one fitted with the barrel shroud and extended barrel of the CRB civilian carbine variant, though still possessing the trigger and 120-degree safety of a Gen I version; Update #52 made an attachable suppressor out of the extended barrel's shroud, before Update #53 turned it into a shrouded barrel extension, and removed the now-redundant long-barreled Vector. Both are fitted with a factory AR-15 stock adaptor, attached to which is an aftermarket stock; they were also initially fitted with non-removable vertical foregrips, until Update #52 made foregrips into attachments, and removed them from any weapons that initially had them.
Added in the firearms drop in Update #59's ninth alpha build, the Baikal MP-155K (a semi-automatic, magazine-fed sporting shotgun of Russian origin) makes its first documented media appearance in H3VR.
The Beretta DT11 is one of the 4 shotguns added in Update #15. Following Update #46, 2 new variants were added - one with a shortened set of barrels, and one with further-shortened barrels and a cut-down stock.
The H&K FABARM Martial Pro Forces is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the Benelli M4 Super 90 for the game's first 12-gauge shotgun, both having been added in Update #6.
The Franchi SPAS-12 is one of the available firearms in-game, added in Update #24. 2 variants are available - a standard model with a folding stock, and a stockless model with a rail system and spare shell holder. Highly unusually for a video game, the SPAS-12's dual-mode semi-auto/pump-action functionality is depicted in H3, even more unusually with its intended purpose being exploitable (i.e. switching between semi-auto for high-pressure shells and pump-action for low-pressure ones). Unfortunately, however, the switching is performed by a simple touchpad button press on the forward hand's controller, with the pump not ever visibly moving to reflect the change in mode (always being shown in the correct position for pump-action fire, and never moving forward to switch to semi-auto); furthermore, the weapon's loading procedure is simplified, with the real weapon's requirement to hold down the bolt release in order to load shells into the magazine tube being omitted in-game.
The "KWG1" is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the "Bolter" weapons from the Warhammer 40K universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist Pavel Kutejnikov.
The prop that the "KWG1" was based upon, which seems to have an MP5 S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.Error creating thumbnail: File missingAfter several hours of cutting, welding, and riveting, the work finally bears fruit.Error creating thumbnail: File missingLoading some "SWAG-12" high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.Error creating thumbnail: File missingSeveral shells later, it's time to load in the magazine...Error creating thumbnail: File missing...chamber a round...Error creating thumbnail: File missing...and purge the realm of heretics in the name of the Emperor.Error creating thumbnail: File missingAfter a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.Error creating thumbnail: File missingLoading in another magazine, this time filled with a suitably patriotic handload: "Freedomfetti" shells.Error creating thumbnail: File missingThese do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.Error creating thumbnail: File missingBack in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of H3's interesting gameplay-oriented features:Error creating thumbnail: File missingUniversal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive Beretta Jetfire to the colossal Barrett M107A1.
Mossberg 590A1
The Mossberg 590A1 is one of the four shotguns added in Update #15, and the second pump-action shotgun added to H3 on the whole.
The MTs255 revolving shotgun was added to the game in the first Meatmas update. 2 variants are available - a standard full-length version, and a version with a sawn-off barrel and stock.
Error creating thumbnail: File missingRemington 870 Express Tactical Magpul - 12 gaugeError creating thumbnail: File missingInspecting the Remington 870 Express Tactical Magpul. Note the curious addition of the number 11 on the side of the receiver; this is most likely meant as some sort of armory/rack number.Error creating thumbnail: File missingThe other side of the... y'know what, I'm not going to type out that ridiculously long set of words again. If you still don't understand what it is after the fourth time, then you just aren't going to.Error creating thumbnail: File missingChambering a Dragon's Breath shell. While shotguns are generally regarded as being good for room-clearing, it's usually understood that doing so requires actually firing the shotgun first.Error creating thumbnail: File missingThe Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of using a shotgun "gangsta-style".Error creating thumbnail: File missingHaving come to their senses, said player character is soon merrily blasting the Sosigs with the now-correctly-oriented shotgun. The Dragon's Breath round is rather interesting: it is filled with pieces of magnesium, which catch fire as they fly through the air, and start fires where they land, as seen here. Due to the round's low pressure and high cost, coupled with international regulations on the use of incendiary munitions on human beings (and the risk of setting things on fire by accident), these incendiary shells aren't used in any sort of martial capacity, and are largely a civilian novelty.Error creating thumbnail: File missingAiming the shotgun at a couple of Molotov cocktails bottles of Frank's Fantastic Festively Fragrant And Fiercely Flavorful Fancy Fire Fluid. These are an Update #59 addition, as is this scene (the Proving Grounds), the Sosig, the beginnings of a fire system (which renders the Dragon's Breath rounds far more useful), and the rear sight on this shotgun and the TAC-14 DM below (both previously having a smooth, blank receiver).Error creating thumbnail: File missingFiring (heh), which has predictable consequences.Error creating thumbnail: File missingEjecting the freshly-fired shell. While not seen here, the player character's expression of giddy satisfaction is somewhat dimmed by their newfound lack of eyebrows.
Remington 870 Field Gun
The Meatmas Update of 2016 added a Remington 870 Field Gun with a cut-down barrel. Update #46 added two additional variants, one with a sawn-off stock and one with a full-length barrel; it also made the latter one of the available weapons for SWBs.
The later detachable-magazine variant of the Remington 870, the 870 DM, was added in Update #52. It is in the "TAC-14" configuration, a variant with a 14" barrel and a Shockwave Industries Raptor grip, which is meant to make it evade NFA regulations regarding short-barreled shotguns by way of legally not being classified as anything other than a "firearm". The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870.
A Saiga 12 with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.
There are 4 main varieties of Sawed-off Double Barrel Shotgun in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named H3VR yet) was the so-called "Cartoon 8 Gauge", which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to Killing Them Softly-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend.
Wurstworld's Weinerbots also make use of sawn-off shotguns, alongside their generic revolvers and lever-action rifles.
A Remington 870-based Serbu Super Shorty is one of the weapons added in the first Meatmas update. 2 variants are available: a normal, clean version, and a "tacticool" version, complete with a door-breaching muzzle brake, a rail mount, and a set of spare shell holders that hold more shells than the gun itself does.
The Model 1887 was added to H3 with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked a laTerminator 2. (In fact, one of Wurstworld's rewards is a T2-themed sawn-off 1887, complete with a darker finish, extended lever loop, and cut-back trigger guard.)
Update #52's impressive list of new firearms includes the Winchester Model 1897, in its famous military "Trench Gun" configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.
An AK-101 was added in the 2016 Meatmas update. Update #40 replaced the model, and made its side-mounted dovetail rail functional, allowing for the use of Soviet-type optics (or Western ones, if an adaptor is installed).
An AKM is one of the available firearms in-game. Added in Update #13 (the 2016 4th of July update), it has an interesting list of updates under its belt; Update #40 replaced the model entirely, with one that lacked the prior model's permanently-attached side-bracket rail adaptor, the 10th alpha of Update #52 added the AKM to the arsenals of SWBs, and Update #58 added a "Tactical" model fitted with a variety of aftermarket modifications; among them are a full set of Magpul MOE furniture, a railed receiver cover, an aftermarket rear sight, an aftermarket selector lever, and an aftermarket muzzle brake.
The AKS-74U is one of the available firearms in-game, having been added in Update #18. Update #55 added a "Tactical" version with various aftermarket accessories.
The M4A1 is one of the available firearms in-game, and one of the first to be added; it predates even the game's actual name. This model was a publicly-available asset made by weapon artist Nightfrontier, who had collaborated with game lead Anton Hand on disassembling it into the game's systems.
Due to game issues relating to the original weapon model, Update #48 revamped the weapon model, replacing it with a new one that lacks the previous model's folding foregrip, and has a railed handguard, a Crane stock, an extended charging handle tab, and an aftermarket folding BUIS. The update also included a "Left Hook" variant, which is completely mirrored, and meant for left-handed users.
Added in Update #49, the "M4A1 Shorty" is, as the name implies, a variant of the M4A1 with a shorter barrel, gas system, and handguard. It doesn't specifically match any one model in particular; the most appropriate way to describe it would be a commercial "pistol" upper receiver attached to a standard M4A1 lower.
Error creating thumbnail: File missingMk. 18 Mod 0 - 5.56x45mm NATO Somewhere between this...Error creating thumbnail: File missingOlympic Arms K23B Tactical w/foregrip - 5.56x45mm NATO ...and this.Error creating thumbnail: File missingA close-up shot of the Shorty's forend; it's pretty much just the standard handguard, but with 2 vents instead of 3.Error creating thumbnail: File missingPerforming a quick brass check, while simultaneously showing that the rest of the model is more or less identical to the standard M4A1.Error creating thumbnail: File missingSighting up a Weinerbot with the Aimpoint red-dot sight attached to the carbine.Error creating thumbnail: File missingPerforming a quick reload in the middle of a gunfight. Though, granted, considering its size, pretty much anything that happens in the Mini Arena is "in the middle of a gunfight".Error creating thumbnail: File missingWhile sudden, close-up encounters such as this aren't terribly god for the health of the player's heart, they are good for showing off the Shorty's rather impressive muzzle blast. As to be expected from a rifle with a <10" (<25.4 cm) barrel.Error creating thumbnail: File missingAttempting to perform another brass check, this time with just a little bit too much enthusiasm.
CZ SA vz. 58P
The final, full release of Update #59 brought along a series of CZ SA vz. 58 variants, the first of which is a standard, full-stocked vz. 58P ("Pěchotní", Czech for "infantry").
To compliment the full-stocked vz. 58P, Update #59 also added a CZ SA vz. 58V, the folding-stocked paratrooper model (the "V" standing for "Výsadkový", Czech for "airborne"). An additional variant with an aftermarket muzzle device, railed handguard, synthetic pistol grip, receiver-mounted scope rail, extended magazine release, and aftermarket ambidextrous bolt was also added, known as the "Custom" variant.
Along with the full-length variants, Update #59 brought along a CZ SA vz. 58 Compact. The vz. 58 Compact in-game lacks its standard side-folding stock; instead, it is compatible with the game's selection of pistol stocks.
The L85A2 is the 2nd part of the first Meatmas update's "Bullpup Trifecta", alongside the FAMAS F1 and AUG A3. Initially, there were 2 variants available - one with iron sights, and one with a SUSAT scope - but Update #52 removed the latter version, replacing it with an attachable version of the SUSAT.
The M16A1 is one of the available firearms in-game, having been added through the first Meatmas update. Update #51 brought along 2 unique scopes for the weapon: a 6-24x variable-magnification scope, and a fixed-magnification 3x20 scope.
Update #10 added a Mk 18 Mod 1, fitted with a non-standard railed handguard with rail covers, an aftermarket pistol grip, a Crane stock, and a Magpul AFG, all (save for the handguard) in tan; the latter was removed and turned into an attachment in Update #52's 3rd alpha build.
Error creating thumbnail: File missingMk 18 Mod 1 with Crane stock, vertical foregrip, and folding sights - 5.56x45mm NATOError creating thumbnail: File missingA tactical operator observes his Mk. 18 before preparing for some high-intensity training. He's so tactical that sights aren't necessary.Error creating thumbnail: File missingThe rifle's other side, which gives a good view of the aftermarket handguard's distinctive vent holes.Error creating thumbnail: File missingA look at the fire selector, which has 3 positions: safe...Error creating thumbnail: File missing...semi...Error creating thumbnail: File missing...and, interestingly enough, 3-round burst. While Mk 18s are normally fitted with safe-semi-auto trigger groups, they are often modified in various ways; furthermore, since the entire CQBR program (Close Quarters Battle Receiver, the program that lead to the development of the Mk 18) was designed around creating a short-barreled upper receiver for the M4A1 carbine, it isn't inconceivable that one could wind up on the lower of a burst-firing M4 instead.Error creating thumbnail: File missingTactically loading in a 30-round magazine.Error creating thumbnail: File missingPulling back the charging handle, using a tactical technique.Error creating thumbnail: File missingTactically aiming, using the aforementioned high-level tactical "lack-of-sights" method...Error creating thumbnail: File missing...and firing a few bursts. Tactically.Error creating thumbnail: File missingFollowing a tactical reload so fast and so tactical that it happened before the next screenshot could even capture it, The Operator checks the locked-open bolt of his Mk 18.Error creating thumbnail: File missingHe then remedies this, tactically slapping his rifle's bolt release. As with the above M4A1, the Mk 18's bolt release subtly pops out when the bolt locks open.Error creating thumbnail: File missing"What? No! It's not like I need a sight or anything. I can pull 0.5 MOA groups without sights at 300 yards, no problem. But, y'know, it's not like it'd do any harm to attach a magnifier and a holosight..."Error creating thumbnail: File missing"...or two..."Error creating thumbnail: File missingWhile attaching two holographic sights might seem a bit pointless, there is one distinct advantage in H3: the fact that they can be individually zeroed for separate ranges...Error creating thumbnail: File missing...allows for this. This dual reticle setup is used for quick transitions between ranges; in this case, the smaller, higher reticle (from the front holosight) is zeroed for 50 meters, while the rear holosight's larger, lower reticle is set for a whopping 2.Error creating thumbnail: File missing"Of course I don't need this! My 6 years of tactical operator training have given me the ability to see 20/20 in total darkness! I'm just... doing it... ironically! Yeah, that's it! I'm attaching this flashlight ironically!"Error creating thumbnail: File missing"That's also why I'm attaching this laser! I don't need a laser to aim. I don't even want a laser to aim. I'm just using one for the sake of irony."Error creating thumbnail: File missing"Good, now that he's gone..."Error creating thumbnail: File missing"...I can finally get to business."Error creating thumbnail: File missingTaking full advantage of the currently-loaded Beta-C drum magazine, and sending out a few (dozen) 3-round bursts.Error creating thumbnail: File missing"Ahhh... perfect. Er... wait, no, I mean... uhh... perfect...ly pointless? Haha, yeah, of course! Perfectly pointless! I don't think that this is good or anything, I'm just doing it as a joke! What kind of non-tactical pleb would actually need all this stuff to operate? Am I right? Heh... heh... right?"
SIG SG 550
Added in Update #53, the SIG SG 550 is one of H3's usable assault rifles, and is fitted with a quad-rail handguard and a permanently-attached folding bipod.
The SIG SG 552 is one of the available firearms in-game, and was added in Update #39. Update #46 added a version with additional rails for mounting attachments.
Rounding out the "Bullpup Trifecta" of the 1st Meatmas update is the Steyr AUG A3. Of note is that the weapon's 2-stage trigger is correctly simulated, something which is very rare in games.