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Hot Dogs, Horseshoes & Hand Grenades: Difference between revisions

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[[File:H3VR Scout Bot Axed.jpg|thumb|none|600px|The Sosig's failure to aim also has other effects, namely on the distance between its head and the rest of its body.]]
[[File:H3VR Scout Bot Axed.jpg|thumb|none|600px|The Sosig's failure to aim also has other effects, namely on the distance between its head and the rest of its body.]]
[[File:H3VR Scout Bot Updated.jpg|thumb|none|600px|The updated Scout model; following the Law of Conservation of Trigger Guards, adding a trigger guard to the MP5SD1 required removing one from the Scout. Presumably.]]
[[File:H3VR Scout Bot Updated.jpg|thumb|none|600px|The updated Scout model; following the Law of Conservation of Trigger Guards, adding a trigger guard to the MP5SD1 required removing one from the Scout. Presumably.]]
==Unkown AR-15 Carbine==
The wooden hot dog soldier targets (yes, you read that right) seen in certain scenes are drawn with somewhat generic, hard-to-identify [[AR-15]]-pattern carbines. The item spawner's tutorial/example image for closed-bolt, magazine-fed firearms also features a simplistic-looking AR to illustrate the various controls involved in any such weapon's operation.
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt Model 723 - 5.56x45mm NATO. Similar to the rifles in-game.]]
[[File:H3VR Target AR-15.jpg|thumb|none|600px|"Well, this is awkward..."]]
[[File:H3VR Target AR-15 Shooting.jpg|thumb|none|600px|Fortunately, the Operator's special training allows him to neutralize all 3 targets in mere seconds, narrowly escaping the threat of unwanted social interaction.]]
[[File:H3VR Spawner AR-15.jpg|thumb|none|600px|The item spawner's carbine, seen here as a rather strange demonstration of how to use a [[Skorpion]].]]


=Grenades=
=Grenades=

Revision as of 16:10, 25 November 2018

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Hot Dogs, Horseshoes & Hand Grenades (2016)

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.

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:


Pistols

Beretta 92FS

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.

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Beretta 92FS - 9x19mm
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The Beretta on the instruction panel.

Beretta 92FS (Grammaton Cleric pistol)

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.

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Screen-used rubber stunt gun. Note that this weapon lacks the selector switch of the detailed Hero gun.
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While having fun in the gun-fu range, we get a good look at the Cleric model.
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Of course, seeing as two is one and one is none, a second pistol must also be loaded.
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And cocked.
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With that sorted, it's time to unleash some completely emotionless fury on the walls of the room. Note the shape of the muzzle flashes.
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Practicing some Gun Kata, in the "Cleric Battle" MEATS mode.

Beretta 950BS Jetfire

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.

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Beretta 950BS (Post-1968) Jetfire - .25 ACP. This has the thumb safety that the pre-1968 models do not.
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Behold, a downright diminutive Italian handgun. Well, it isn't called a "pocket pistol" for nothing...
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Using an M1911A1 for comparison really gives one an idea of just how small the Jetfire actually is.
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A nice touch, the barrel can be popped up for loading, just like on the real weapon.
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A look down the barrel reveals that the weapon's bore is fully modeled, rather than being solid with a drawn-on hole at either end like in many games.
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Loading a single .25 ACP round into the barrel...
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...and a magazine with 8 more into the magazine well.
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Of course, what is a tiny pocket pistol without a gold-plated version?
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And what is a gold-plated pocket pistol without a matching golden magazine?
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Seeing as manual chamber-loading is for peasants, the only proper high-class way to use the Jetfire is to chamber rounds by racking the slide.
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Aiming the golden Jetfire, which isn't easy considering the size of the sights. The fact that you're probably looking down your nose at your target doesn't help either.
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Firing a .25 round at the lowly commoner paper target ahead.

Beretta M9A1

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).

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Beretta M9A1 - 9x19mm Parabellum
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Sometimes you want to save your hearing, so use a suppressed M9A1.
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And sometimes you really don't give a damn, so you take the suppressor off.
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Sometimes you feel like admiring both sides of your pistol, even though they're nearly identical.
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Sometimes you load the pistol.
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And sometimes you even chamber it.
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Sometimes you line the sights up properly. (This isn't one of those times).
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And sometimes, every once in a while, you actually fire your M9A1.
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Sometimes you sheepishly admit your mistake, and put the suppressor back on.
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Sometimes you then realize that you maybe should've picked a smaller suppressor.
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And sometimes you remember that H3 actually requires you to screw the suppressor onto the barrel, instead of just sticking it there.

Beretta M9A3

Update #52 added a Beretta M9A3 to the game, complete with its own unique (yet interchangeable) 17-round magazines.

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Beretta M9A3 - 9x19mm Parabellum
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Loading the M9A3 with a 17-round magazine, complete with matching-colored baseplate...
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...and racking the slide.
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Admiring the Beretta's light-brown finish.
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A look at the M9A3's iron sights; as with many of the game's pistols, these are of the 3-dot variety.
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Firing off a shot.

Beretta Px4 Storm

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.

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Beretta Px4 Storm - 9x19mm Parabellum
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A little time at the range, and some fresh rounds for the Px4.
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What a perfect way to spend an afternoon.
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Pausing to admire the Px4, and to note its (exceedingly shiny) protruding threaded barrel.
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Aiming the Px4, which is complicated somewhat by the controller's outline getting in the way.
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Still, you can make do. However, if you're that particular about aiming...
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...you can always just do this.

Bergmann-Bayard M1901 "Simplex"

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.

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Bergmann-Bayard M1901 "Simplex" - 8x18mm Simplex
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Admiring the Simplex in the heat of the desert sun.
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Loading in a magazine, which contains 5 rounds of proprietary (and rather anemic) 8x18mm ammunition; this doesn't exactly add up to a whole lot of firepower.
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Chambering the first of these 5 rounds with a quick tug of the bolt.
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Aiming the pistol. Small gun, small sights.
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Firing. In spite of the small cartridge, it's still perfectly capable of blowing a jug to pieces. An ejected casing can just barely be seen to the upper-right.

Browning Hi-Power

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.

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Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm
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The player character loading some batteries into their new toy.
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Examining the left side of the Hi-Power...
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...and the right side. What a lovely gift.
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Taking aim at a gumdrop...
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...before remembering to chamber a round.
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With that issue dealt with, it's time to make this winter wonderland a whole lot less peaceful.

Charter Arms Explorer II

Update #59's 9th alpha build brought along a Charter Arms Explorer II, a pistol variant of the Armalite AR-7 survival rifle.

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Charter Arms Explorer II - .22 LR
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The right side of the Explorer...
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...and the left. An interesting-looking pistol, to be sure; shame that it never really took off.
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Fiddling with the cocking handle.
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Admiring the Explorer inside a derelict house; the pistol has quite a different profile with its magazine inserted.
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Quite a different profile indeed.
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Firing the Explorer into the house's ceiling, much to its owner's chagrin.

Colt Defender

The 12th and final alpha build of Update #52 added a Colt Defender, chambered in .45 ACP.

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Colt Defender - .45 ACP
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Inspecting the left side of the Defender. Note the lack of slide markings; the weapon artist's renders of the model show it with a full set of Colt rollmarks, but these were removed for copyright reasons. However, the "Series 90" marking is still present in-game, as hard as it is to see here.
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The right side; in the words of many an unfinished page, "Nice, but where's the trigger?" The answer is that it's in the magwell; this bug was fixed in the following update.
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Loading a 7-round magazine into the pistol.
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Racking the slide.
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Bringing the sights on target; as with several of the game's other M1911 variants, it has illuminated 3-dot sights.
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Putting a round on the paper. Or rather, through the paper.
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Dropping an empty magazine out of the Defender, while noticing another one on the table...
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...which, of course, leaves only one thing to do.

Colt M1911A1

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".

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Pre-War Commercial Colt M1911A1 with factory deep-blued finish - .45 ACP
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Starting things off, as always, with a quick sound check. Make sure your speakers aren't up too high.
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Rewinding a bit, and loading in a magazine.
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Racking the slide, only to discover just a little bit too late that this wasn't really necessary. Oh well.
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Pausing for a minute to look at the pistol. The blued finish is lovely on this side.
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As it is on this one.
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The M1911A1's safety, which has 2 positions: here, in the lower position, is "fire"...
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...and here, in the upward position, is "safe". This position pushes the lever into a notch in the bottom of the slide, which has the additional effect of preventing the slide from moving.
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The M1911A1's sights; a set of nice, clear, aftermarket 3-dot illuminated irons.
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That wasn't always the case, though; the M1911A1's sights looked like this until Update #5, when the luminous green dots were added.
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7 rounds later, the M1911A1 locks empty.
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Dumping out the dry magazine...
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...and hitting the slide release.
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Ithaca-manufactured M1911A1 with matte-gray finish - .45 ACP
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Here's the nickel-plated version...
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Colt M1911A1 (airsoft replica) with gold-plated finish - (fake) .45 ACP
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...and here's the golden one.

Lebman Machine Pistol

A fully-automatic variant of the M1911A1, based on the machine pistol conversions created by Hyman Lebman, is one of Update #52's additions.

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Hyman Lebman-converted M1911A1 machine pistol - .45 ACP
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The converted M1911A1, complete with Cutts compensator and Thompson-type foregrip.
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Loading in the weapon's unique magazine (which is interchangeable with other M1911 pistols and magazines).
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Said magazine holds 18 rounds, and is essentially just several existing magazines welded together.
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Pulling back the slide.
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Pseudo-aiming the pistol, which is close enough to actually aiming it to show off the illuminated sights; these are a byproduct of the weapon being a modified version of the existing M1911A1 model, and aren't expected to stay.
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Especially when one considers the sheer amount of recoil this weapon produces, which renders aiming a bit unnecessary anyways.

"Oversize M1911A1"

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.

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"Huh? What's this? Why would someone make a massive 1911 magaz..."
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"Oh."
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Loading the massive magazine into the massive handgun. Awkward angles are all but mandatory.
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Racking 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).
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Firing a "Mortar" round (which, as previously shown, uses the model of a tracer, and as presently shown, looks like one when initially fired).
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This round is the simplest of the 3 available types, being an impact-detonated high-explosive shell, as seen here.
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That shell plus 6 more equals an empty artillery piece, meriting a mag swap; this is done by punching (yes, punching) the magazine release button...
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...which, assuming that the gun is high enough off the ground, dumps out the magazine with a loud "CLUNK".
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If you're feeling tired after hefting around a literal artillery piece, no worries!
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Just unfold the bipod, and take a load off.
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A 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.
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""Mega Buckshot"? What on Earth could that possibly..."
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"...wow. I don't know what I was expecting, but it sure as hell wasn't that."
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Firing 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.
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Loading 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.
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If 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.
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Just grab on, and yank downward with everything you've got.
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One 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.
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Preferably 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.
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Thanks 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.

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Colt Woodsman Match Target (3rd Series) - .22 LR
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Admiring the Woodsman, engravings and all. A lovely addition; shame that they provide no tactical advantage whatsoever.
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Doing some quick-belt management. Glock 17? Check. Woodsman? Check. Spare mags? Check. Knife? Check. Hatchet? Check. Pie? Check.
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Shooting a Rotweiner point-blank with the Colt.
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"Aiming" the pistol, Doom-style, at a charging Blut (a tougher, tankier type of Rotweiner). This gives a good view of the engravings on the top of the barrel, as well as the asymmetric target-style profile of the grips.
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Unfortunately, a volley of unjacketed .22 LR rounds proves insufficient to stop the Blut, resulting in this rather... uncomfortable situation.
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The situation dealt with, our survivalist ejects a magazine, taking note of the heel-mounted magazine release (indicative of a 3rd Series model)...
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...loads in a new one...
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...and powerstrokes the slide. The lack of visible hands might make this difficult to see; note how the slide is just a tad bit further back than in the previous shots.

"Cyber Pistol"

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.

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A pair of Cyber Pistols on a table, along with a crate of neatly-arranged magazines.
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The left side of the Cyber Pistol, which looks more or less the same as the right.
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Loading in a magazine; note that this shot is from an earlier build of H3, in which magazine loading worked rather differently: as soon as a magazine entered the well, it locked into place, allowing no movement other than upwards or downwards, until the magazine either locked into place or fell back out of the well (respectively).
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The floating instructions/guide arrows on objects are another long-gone feature.
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Firing the pistol. The trail of casings isn't due to the pistol being fully-automatic; it's simply a by-product of its rather weak ejection.
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Dumping the empty magazine out (so empty, in fact, that it seemingly doesn't have a spring)...
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...loading in a new one...
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...and releasing the locked-back slide.
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2 more years, 1 new cartridge. For this gun, at least - dozens of cartridges were added between the build in which the first screenshots were taken and this one.
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Loading the Cyber Pistol up with this new, novel, actually-named ammunition.
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Aiming (more or less); the Cyber Pistol was the first of many in-game weapons to have illuminated green iron sights.
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Firing the updated Cyber Pistol, which shows off its interesting blue muzzle flash.
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It's a blink-and-you'll-miss-it effect, though - you might even say it's... gone in a flash.
...I'll leave.

CZ 75 SP-01 SHADOW

The CZ 75 SP-01 SHADOW is one of the available firearms in-game, being one of the many weapons added through the 1st Meatmas update.

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CZ 75 SP-01 SHADOW - 9x19mm
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Giving the viewers at home a good look at the CZ's model.
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The pistol's other side. The markings on the slide read "AP 85 SP-02", seemingly in a copyright-motivated effort to subtly change every single part of the gun's name.
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Loading a 17-round magazine into the CZ 75.
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Racking the pistol's slide.
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Aiming through the 75's illuminated 3-dot sights.
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Said sights make landing shots on target substantially easier, especially when compared to some of the game's older, smaller-sighted handguns.
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Dropping an empty magazine out of the empty CZ.

Desert Eagle Mark VII

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.

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IMI Desert Eagle Mark VII - .44 Magnum
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Loading up a Desert Eagle.
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Racking the slide.
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Aiming (or at least attempting to)...
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...and firing.
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Wrists? Who needs wrists?
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Practicing for an upcoming role as [INSERT GENERIC ACTION MOVIE PROTAGONIST HERE].
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Engaging in some more generally unacceptable range behavior.
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"Oh-ho-ho man, you would not believe... how much this hurts."
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Ejecting a pair of empty magazines.
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"Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should."
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"a wepon 2 sirpas metle geer".
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Loading a cardboard magazine into the cardboard pistol. These magazines hold 8 rounds; a real .50 Desert Eagle's magazine holds only seven, but then again, this isn't even supposed to be a "real" Desert Eagle in-game.
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One of the more curious elements of the Degle is its fully functional safety, seen here in the "safe" position...
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...and here in the "fire" position, with each manipulation of the switch producing an audibly bearded "tink".
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Pulling back the slide; note that, interestingly, the Degle's black marker markings are written slightly differently on either side of the barrel, reflecting its small-hand-made nature.
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Demonstrating a small child's understanding of the concept called "aiming"; the cardboard sights are actually more serviceable than one might think, not that this shot really shows that.
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The Degle in full recoil; yes, it even ejects cardboard casings.
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A list of the various types of .50 Imaginary rounds available, seen here in the ammo spawning panel. From top to bottom: "BOOOMY" (fragmenting explosive) rounds, "FLASHY" (tracer) rounds, the currently-selected "MEGA!!1!" rounds, "NERMAL" (normal) rounds, "POINTYOWW!" (armor-piercing) rounds, and "SOOPER SPESHUL" (high-velocity) rounds.
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Taking a look at an empty magazine...
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...the model of which changes to reflect when it's loaded, as seen here with a full load of "NERMAL" cardboard rounds.
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The use of the game's optional bullet trails reveals that these have more or less the ballistics one would expect out of a piece of cardboard fired from another piece of cardboard. Nermal indeed.
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On the other hand, the "SOOPER SPESHUL" rounds fly straight as an arrow. Also note the exaggerated cloud of smoke, yet another by-product of this being a child's interpretation of how a gun works.
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The "BOOOMY" ammo, which produces a suitably impressive spray of red glowing shrapnel.
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Taking a look at a magazine full of blue-tipped "MEGA!!1!" rounds through the locked-open slide's ejection port; the cardboard rounds are, in fact, color-coded. But u cant see wat da MEGA bullitz do, becuz its SOOOOOOOPER SEEKRIT!!1!1!!!1

Desert Eagle Mark XIX

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.

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Magnum Research Desert Eagle Mark XIX w/ported barrel - .50 AE
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Admiring the newer Desert Eagle.
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A closeup of the barrel, which reveals that the handgun is marked ".50 AE", and nothing else. No trademarks, no model designation, nothing.
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Well, at least it has a serial number.
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Loading in a magazine.
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Chambering a .50 Action Express round.
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Aiming, in a rather familiar-looking way.
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Firing the handcannon.

FN Five-seveN

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.

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FN Five-seveN USG - 5.7x28mm
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The left side of the Five-seveN...
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...and the right side.
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Toying with the safety.
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Unusually for a striker-fired pistol, the Five-seveN's safety is also a decocker.
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All that aside, it's high time to actually load the handgun.
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And, of course, to chamber it. This also cocks the striker, rendering the above discussion of the decocker/safety a bit of a moot point.
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The Five-seveN's sights, which are of the adjustable 3-dot variety.
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Firing off a shot.
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That round plus 19 later, and the empty magazine is jettisoned from the pistol.
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One of the new features introduced in Update #58 is the ability to rack pistol slides with things other than the user's hands, as seen in this appalling display of muzzle unawareness. The emptiness of the pistol and the range alike go some way to make up for this.

French UNION

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.

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French UNION with magazine and loading tool - .32 ACP
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When you have a game with the word "Horseshoes" in the name, you need to have a gun involving horseshoes. It's just mandatory.
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Loading in the magazine...
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...which results in something exactly as ridiculous-looking as you'd expect.
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Pulling back the UNION's slide.
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Aiming; this is a rather pointless activity, considering both the weapon's lack of sights and its short effective range.
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Unleashing a barrage of .32 ACP rounds.
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35 of the aforementioned rounds later, the UNION locks open, showing off the fluting of the barrel, which is normally covered by the slide.
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A 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".
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Just 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.

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Glock 17 - 9x19mm Parabellum
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Examining the Glock. The aggressive grip texturing, large magazine release, and straighter dustcover peg this as a Gen 4 model.
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The other side. Were it not for the fact that it's a couple generations too modern, one could assume that the dust came from all that time in the desert.
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Loading in a has-absolutely-nothing-to-do-with-the-model-number 17-round magazine.
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Chambering a round.
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Taking a look through the Glock's factory-standard Patridge iron sights.
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Sending a round downrange.
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Taking advantage of the Glock's frame-mounted rail, and affixing a laser sight. But this isn't just any ordinary laser sight...
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...it's a purple laser sight.
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Giving the bullseye a taste of some violet violence.
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All alliterations aside, an arresting abstract abolishes an abandoned armory after an abrupt age amidst an advanced abbreviated arquebus.

Custom

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Custom Glock 17 with ZEV Technologies Dragonfly slide, ZEV slim aluminum magwell, and other custom parts - 9x19mm Parabellum
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"With these upgrades, you never stood a chance."
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The other side of the pseudo-racegun G17.
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Grabbing one of the special magazines, and...
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"Nah."
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Racking the heavily-milled slide.
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Taking a look through the integrated red-dot sight, which co-witnesses with the aftermarket raised 3-dot sights.
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Firing off a shot, after having the common sense to move the pistol a little further from the face.
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Trying out a couple of laser sights...
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...this one being red...
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...and this one being...
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...green.

Glock 18

The second (or third, if you count the custom G17) Glock variant added in Update #53 is a 2nd-generation Glock 18 machine pistol.

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Glock 18 - 9x19mm Parabellum
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Taking a look at the G18.
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A closeup of the Glock, which gives a good look at the mysterious switch on the slide...
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Loading in a magazine.
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Giving the slide a tug.
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Taking a look through the irons; like the 17, these are factory Patridge sights.
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Firing off a shot.
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Remembering the mysterious switch from earlier. Wonder what it does...
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"Well, only one way to find out..."
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"Oh."
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Dropping out the emptied-in-under-a-second magazine.
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Attaching a suppressor...
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...loading in a 33-round magazine...
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...and going to town.

Glock 19

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 compact-sized Glock akin to the 19 (albeit with a Glock 26-length barrel and slide) was made available to SWBs (Soldier Weiner-Bots) back in Update #46, although according to its Sosigun spawn-menu name, it is apparently meant as a cartoonish Glock 17.

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Glock 19 - 9x19mm Parabellum
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Looking over the G19; the "19", "AUSTRIA", and "9x19" markings are present, but the manufacturer's trademark is conspicuously absent.
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The other side of the Glock. Not much to say here. Well, not without starting a debate about Flat Dark Earth finishes, anyway.
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Mashing a 33-round magazine into the pistol. The G19 has no magazine of its own; presumably, this is due to the fact that while the other 9x19mm Glocks' magazines can fit into the G19, the G19's 15-rounder can't fit into the larger models, and H3's code doesn't support that sort of one-way compatibility.
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Putting the first of the 33 aforementioned cartridges into the chamber.
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A look at the sights; unlike the G17 and G18 (but like the G22), the G19 uses 3-dot irons.
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Letting a 9x19mm round fly.

Glock 22

The Glock 22 is one of the available handguns in-game, added in Update #5; a version converted to fire in full-auto was added in a later update.

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Glock 22 (3rd Generation) - .40 S&W
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A Glock 22 and a corresponding magazine on their respective pedestals at the start of the Gun-nasium, an timed obstacle course/shooting challenge that was used initially to test a new form of grab-based movement.
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Loading in a 15-round magazine.
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Racking the Glock's slide.
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Shooting at a target; in the Gun-nasium, these take the form of mysterious blue cubes that levitate in place and shatter when shot.
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Putting the Glock's illuminated 3-dot sights to good use, taking care of a row of the aforementioned Mysterious Blue Cubes.
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Dropping an empty magazine, and watching it fall about 20 feet to the floor.
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Now on stable ground, the player character loads an extended magazine into the full-auto-converted G22, which looks more or less completely identical to the standard version.
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Shredding a target with a salvo of .40 S&W rounds.
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A close-up of the slide, which shows off the rather... interestingly obfuscated markings.
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Deciding that iron sights are for squares, our player character tacks on his hip front rail...
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...before accidentally creating an abomination unto God and man.

Intratec TEC-9

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.

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Intratec TEC-9 - 9x19mm Parabellum
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Someone regrets lending his TEC-9 to those CS:GO boys down the street.
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Strange paintjobs notwithstanding, he loads in a magazine...
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...chambers a round...
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...and opens fire, spraying 9x19mm tracer rounds left, right, and center. This is the full-auto converted model, in case the continuous stream of spent casings didn't make that clear enough. This is somewhat odd, as most full-auto TEC-9s are the earlier open-bolt KG-9 model, but a full-auto conversion of a closed-bolt TEC-9 is far from impossible. Still, Update #53 swapped this out for the more common open-bolt variant.
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Taking a look at the sights, back in a location that's at least in the general vicinity of "normal"...
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...and firing a single shot out of the substantially less interesting semi-auto version.

IWI Uzi Pro

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.

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IWI Uzi Pro Pistol - 9x19mm Parabellum
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Examining the Uzi Pro, in all of its tacti-cool glory.
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The other side, which shows off the side-mounted charging handle, a distinct departure from earlier Uzi variants.
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Loading in a magazine, in a rather dramatic fashion.
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Pulling the charging handle. Y'know, it feels like something's missing...
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...ah, yes, of course! What was missing was a red-dot sight, a railed vertical foregrip with a flashlight attached to the side, a stock from a PP-2000, and an incredibly small suppressor! How could I have not seen it!
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Aiming through the attached RDS...
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...and being once again reminded that this weapon, despite appearances, can't fire in full-auto.

Kimber Warrior

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".

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Kimber Warrior - .45 ACP
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A 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.
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A 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.
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The 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.
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Loading a new magazine into the Warrior.

"M1911 Operator"

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Examining the left side of the "Operator"...
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...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".
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Aiming 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.
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Firing a round. As with all the other M1911 variants, it's chambered in .45 ACP.
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Replacing the now-empty magazine with a fresh one.
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Finishing 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.

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Luger P08 - 9x19mm Parabellum
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A pre-release render of the Luger, complete with magazine. This image was also used to tease several other weapons to come, including an MP40, a Sturmgewehr 44, and a Karabiner 98k.
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The P08 steps up to the plate, determined to make a better score on the target than the M1911A1.
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Loading a magazine into the Luger; the windowed magazines do, in fact, show the rounds inside of them, both in amount and in type.
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Chambering a fresh 9x19mm round. Another nice touch, the barrel and upper frame move slightly backwards as the toggle is pulled, correctly showing the weapon's short-recoil operation.
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The icing on this subtle-detail cake, however, is the Luger's external extractor, which pops up when a round is present in the chamber.
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Aiming; the sights are typical of pistols of the era- that is to say, small.
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Unbothered by this, the invisible pair of hands holding the P08 open fire.

Luger LP08 "Artillery"

Update #52 added 3 Luger variants, the first of which being the Luger LP08 "Artillery", also known as the "Artillery Luger".

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Luger LP08 - 9x19mm Parabellum
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Examining the LP08. The stock is interchangeable with the Carbine's; interestingly, these stocks were also made compatible with the game's other handguns, which led to some suitably silly-looking configurations.
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Loading in a 32-round Trommelmagazin 08, also known as the "Snail Drum".
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Cocking the LP08.
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Taking aim at the target...
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...and firing.

Mauser C96

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.

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Pre-War dated Mauser C96 "Broomhandle" Commercial Version - 7.63x25mm Mauser
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Nothing quite like sitting back, relaxing, and admiring a beautiful early selfloading handgun.
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Taking a close look at the inside of the magazine...
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...before loading it with a stripper clip. 10 rounds of 7.63x25mm Mauser, straight into the magazine.
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Seeing a charging paper target, "Wurston Churchill" opens fire. Despite there being a cutout for a shoulder stock in the grip's backstrap, no such attachment was available in-game until the release of Update #52.
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10 rounds later, he surveys the damage. Note the rear sight, adjustable for distances far in excess of the weapon's effective range.

Mauser M712 Schnellfeuer

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.

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Mauser M712 Schnellfeuer - 7.63x25mm Mauser
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The M712 has quite the imposing appearance. One might even call it a Big Mama among handguns.
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Loading a 40-round magazine into the Schnellfeuer.
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Chambering the first of those 40 rounds with a swift tug of the bolt.
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Letting all 40 rounds fly. Considering its sheer uncontrollability without a stock, there isn't really much point to aiming it.

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.

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The prop of Mal's handgun, as seen in Firefly.

Remington Rolling Block

The Remington Rolling Block pistol is one of the available firearms in-game, added through Update #32.

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Remington Rolling Block Cavalry - .50
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A pair of Rolling Block pistols on a table.
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Taking a good look at the pistol.
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The other side. The lighting at this angle gives a good view of the somewhat worn appearance, which is to be expected of a >150-year-old handgun.
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Loading the Rolling Block is a rather involved process; it starts with cocking the hammer...
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...opening the breech...
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...loading in a (proprietary) .50 caliber black-powder cartridge...
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...and finally closing the breech.
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Aiming the Rolling Block...
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...and firing it, producing an impressive cloud of smoke in the process. Such is expected of black-powder firearms.
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Ejecting a spent case from the pistol.

Ruger Mk III

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.

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Stainless Ruger Mk III w/ standard-weight barrel - .22 LR
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Admiring the lovelily lithe little Ruger.
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The target pistol's other side, with the change in lighting providing a good look at the well-polished finish.
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Loading in a magazine...
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...and pulling back the bolt to chamber a round.
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The pistol's sights; a simple rear notch and front post, both black. Not the easiest to make out, but not too difficult either.
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Enjoying a bit of casual plinking with the MkIII.
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Ejecting an empty magazine, and breathing in that sweet, sweet smell of burnt gunpowder.

Ruger Mk IV

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.

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Ruger Mk IV Hunter - .22 LR
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Examining the Hunter. A beautiful thing, it is.
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The pistol's other side. Interestingly, the pistol's grip panels have nearly unaltered Ruger logo medallions embedded in them; the only change is the replacement of the "R" with a "B", which, judging by the markings on the side of the upper receiver, presumably stands for "Bugert".
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Taking a look at the Hunter's red-and-yellow illuminated sights.

Whisper

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Ruger Mk IV Standard - .22 LR
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The Mk IV "Whisper", in all its subtle glory.
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Loading in a standard 10-round magazine.
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Flipping the pistol over...
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...and pulling back the bolt.
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Pointing the pistol at a target; lacking a front sight, the Whisper doesn't really necessitate proper aiming.
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Firing the Mk IV. As the name implies, the weapon is whisper-quiet.
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Setting down the now-empty Whisper.

SIG-Sauer P250 Compact

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.

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Early Model SIG-Sauer P250 Compact with two-tone finish - 9x19mm
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Admiring the P250, amidst a selection of other handguns.
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Loading in a standard 9-round magazine.
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Chambering the first of the aforementioned 9 rounds.
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Taking aim at a target...
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...and firing.
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A P250 fitted with a laser and a red-dot sight. The latter is no longer possible; it was found that detachable slide-mounted red-dot sights had serious zeroing problems, so the feature was removed, leaving the player's only options for RDSed handguns either the use of a wrap-around rail mount or one of the pistols with a fixed red-dot sight.

Seburo Compact-eXploder

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).

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Airsoft replica of the Seburo Compact-eXploder pistol seen in the manga Appleseed. This is a conversion kit for the Maruzen PPK/S airsoft gun made by Dai-Nihon Giken Poseidon.
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Examining the SCX. A rather well-done model for a gun that doesn't actually exist.
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The right side of the pistol, which looks more or less the same as the left.
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Taking a look at one of the Seburo's distinctive curved magazines, which shows off the white-tipped (armor-piercing incendiary tracer) 4.6mm rounds within. These magazines hold 15 rounds, presumably due to them being single-stack.
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Loading in the aforementioned magazine.
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Lining up the Compact-eXploder's high-set sights...
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...and sending out a 15-round burst.

Thompson Center Arms Contender

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.

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Thompson Center Arms Contender - .45-70 Government
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When faced with the threat of a giant evil hotdog trying to monetize Christmas, always keep your handcannon handy.
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Opening up the breech.
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Loading in a jacketed hollow-point .45-70 round. Several other types were added as well, including soft-points, wadcutters, and solid-brass Lehigh Defense Xtreme Penetrator rounds.
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Cocking the hammer.
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Aiming; the Contender in-game is meant to be used with optics, and as such doesn't actually have any iron sights.
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This doesn't actually prevent you from hitting your target, however, as the headless fellow in the bottom-left of the shot can attest to.

Tokarev TT-33

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.

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Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.
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Launching right into things, by lining up a TT-33 over a magazine...
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...and slamming it down onto the table.
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Giving the slide a good, solid yank.
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Examining the TT-33; bright lights and refinished bluing do not mix well with human eyes.
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Firing off a few shots at nothing in particular.
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Performing a quick swap-out of the magazine, which shows off the TT's oddly chunky aftermarket grips. It also shows that the reload was merited; the indicator holes on the side reveal that the magazine only contains 4 rounds.
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Okay, now you're just being silly.
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One may have noticed that the pistol in the previous shots remained uncocked at all times, despite the TT-33 being single-action-only. Those shots were from an earlier build of the game; Update #3 fixed the issue.
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Which is, y'know.
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Nice.
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The TT-33's iron sights.

...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.

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Volcanic Repeating Arms "Navy" Pistol - .41 Rocket Ball
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While out in Wurstworld, you have to admire the detail in the Volcanic.
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Opening the Volcanic's magazine tube. A notable error is that the follower tab (the small projection sticking off of the end of the tube) is always in the pushed-forward position, meaning that there is nothing actually pushing the rounds in the magazine towards the action.
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Loading in some .41 caliber rounds...
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...which, fortunately enough, do show up in the tube.
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Chambering a round in the Volcanic.
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Taking aim with the Volcanic's rather small sights.
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Flip-cocking the Volcanic. This is one of two ways that the weapon can be used in-game; the other is holding it with two hands and working the action normally, which is much more practical, but much less cool-looking.

Walther P22

Update #58 added a two-toned Walther P22 pistol.

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Walther P22 - .22 LR
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Loading a 10-round magazine into the P22...
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...before pausing to admire it. Unlike the reference image above, H3's P22 has a green frame.
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Also unlike the reference image, the in-game P22 lacks the Walther banner logo stamp on the front of the slide, due to the typical copyright concerns.
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Racking the Walther's slide.
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Aiming through the sights; while holding a handgun so close to one's own face would normally be rather inadvisable, with the short slide travel and minimal recoil of a .22, it's really not that much of an issue.
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See?
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Failing nearly all its classes, the empty magazine decides to just drop out and join a trade school.

Walther P38

The Walther P38 was added in the 11th alpha of Update #52.

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Walther P38 - 9x19mm Parabellum
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Examining the P38. Note the Bakelite grips, which show this to be a wartime model.
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Loading in a magazine. For some odd reason, the indicator holes in the magazine aren't actually holes, and as such don't show the magazine's contents.
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Racking the slide.
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Taking a look at the sights...
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...before receiving a vision from 8 rounds in the future.

Walther P38K

Along with the full-size variant, the short-barreled Walther P38K was added in Update #52's 11th alpha.

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Walther P38K - 9x19mm Parabellum
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The two P38s resting side-by-side on a table.
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"Hey, where'd the rest of it go?"
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Taking a close look at the P38K's muzzle, in a rather inadvisable fashion.

Walther PPK

The Walther PPK was added to the game with the release of the 1st Meatmas update.

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Walther PPK - 9x17mm Browning, AKA .380 ACP
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While debuting a few new guns, you have to pause for one of the most famous pocket pistols.
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Loading a magazine into the PPK. Unlike a certain someone's PPK, this gun is chambered for 9x17mm, rather than 7.65x17mm, which gives it a 6-shot capacity.
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Chambering a round.
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Aiming the pistol. The sights are rather small, but that's the price you pay for having something concealable.
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Firing a .380 round at the target.
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Unfortunately, that grouping just won't cut it. You'll need to get a far better score on the test if you want to get your license to kill.

Revolvers

Chiappa Rhino

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.

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Chiappa Rhino 60DS - .357 Magnum
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We've got Papa Rhino...
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Chiappa Rhino 50DS - .357 Magnum
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...Mama Rhino...
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Chiappa Rhino 40DS - .357 Magnum
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...Junior Rhino...
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Chiappa Rhino 20DS - .357 Magnum
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...and the ever-adorable Baby Rhino.
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One big, happy Rhino family. Cue the impossible-to-get-out-of-your-head intro theme!
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Right, enough hoping for more good family-based sitcoms. Back to work.
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Loading the 60DS with a speedloader; this 6-shot .357 speedloader was added along with the Rhino, since the Rhino was the first 6-shot .357 added to H3.
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Cocking the Rhino's "hammer"...
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...which immediately falls back forward, because it's not actually a hammer. This is one of the Rhino's unique features; instead of an external hammer, it has a shrouded hammer with an external cocking lever, which is always down (regardless of the hammer's position), unless it's actively being pulled back.
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Attempting to scare a target into submission with a well-executed Harries technique (which actually works in-game; 2-handed handgun stabilization can be performed with certain objects in the off-hand, including flashlights).
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With this inevitably failing, seeing as paper targets are only scared of the FBI technique, other methods become necessary.
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Papa Rhino spills his spent casings all over himself, while a laugh track plays in the background NO. Just accept it, man. We're never going to have another That 70's Show. Just move on.

Colt Single Action Army

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.

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Colt Single Action Army with 5.5" barrel known as the "Artillery" model- .45 Long Colt
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Behold, the greatest handgun ever made.
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Pressing the appropriate touchpad key readies the weapon for loading and unloading, half-cocking the hammer and opening the loading gate.
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Loading the revolver. As expected, the weapon holds more than enough rounds to kill anything that moves- which is to say, 6.
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Pointing the SAA at a target.
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Fanning the SAA's hammer. A fast, enjoyable way to fire, if not a terribly accurate one.
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The Amendment 35 poster, as it appears in the indoor range, revolver-wielding eagle and all.
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A clearer image of the poster, taken from the official RUST LTD website.

LAPD 2019 Blaster

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),
  • "Swarm" rounds (multi-projectile, shotgun-like rounds),
  • Tracer rounds
  • "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.

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The original prop from Blade Runner.
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This 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.
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The 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.
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The various ammo types available for the weapon. From top to bottom: Swarm-Shot, Slugger, Fragmentation, Prox-Mine, Tracer, and Turbo-Penetrator. Decisions, decisions...
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Loading the weapon up with some "Slugger" rounds.
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Firing 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.
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As impressive as the weapon is, one can't help but feel like something's missing...
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Ahh, much better!
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A 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".
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Firing 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.
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Opening 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.
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Failure to replace the heat sinks frequently enough results in... this.
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If 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.
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Firing 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.
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The 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.

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Nagant M1895 - 7.62x38mmR Nagant
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The Nagant in-game. An excellent choice for dealing with any approaching soldier, be they enemy or ally.
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Loading in a round. The round isn't a spent casing; the brass case of the 7.62x38mm cartridge extends beyond the bullet, in order to make the gas-seal system work.
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The Nagant's sights. A bit cramped, but workable.
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Interestingly, the Nagant's hammer can be fanned in-game; this is likely the first piece of media wherein such a thing is done with a Nagant.
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A closeup of the Nagant's cylinder, which shows an interesting detail: when the hammer is cocked...
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...the cylinder actually moves forward, creating a gas-tight seal between the chamber and the barrel.
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The Nagant's unique gas seal system also allows for... this.

Reichsrevolver M1879

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.

Images courtesy of Reddit user Shubishu.

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Reichsrevolver M1879 - 10.6x25mmR German Ordnance
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Behold, a revolver that's been around for 139 years, and outdated for 139 years.
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The 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.
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Loading 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.
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Finishing the other half of the revolver's cocking...
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...and firing a shot off.
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Ejecting 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.

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Smith & Wesson Model 10 Revolver - .38 Special
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When presented with such a myriad of wheelgun options as that in Wurstworld, always opt for the gun that cost the most to order from Montgomery Ward.
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Taking a look at the revolver's load- 6 rounds of .38 Special, ready for firing.
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Aiming the revolver at a metal jug.
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6 rounds later, it's time to use this new-fangled "ejector" technology to remove the spent cases.
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Giving the now-empty revolver a spin.

Smith & Wesson Model 29

The Smith & Wesson Model 29 is one of the available firearms in-game, having been added in the very first update to the game after its release.

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Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
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One of the perks of being in the middle of absolutely nowhere (A.K.A. Arizona) is that nobody can hear your groan-inducing Dirty Harry puns.
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A closeup of the M29, which shows off something rather interesting:
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As the controller's trigger is pulled, the revolver's trigger, hammer, and cylinder all visibly move.
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Alternatively, the weapon can simply be cocked manually.
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Opening the M29's cylinder...
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...loading in some loose .44 Magnum rounds...
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...and closing the revolver with a wince-inducing flick of the wrist. While this isn't the only way to close a revolver in H3, it's unfortunately one of the more common ones.
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With that lesson in revolvery aside, the M29 is pointed at a dueling tree...
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...and fired, scoring a direct hit. Such a feat would be far more impressive were the target further than 2 meters from the "Firin' Line" (yes, that's actually how it's written in-game).
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Giving the revolver a twirl, full of unjustified pride.
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Bringing in a full speedloader, while now residing in a place that isn't completely isolated from the rest of humanity.
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While speedloaders tend to be a bit finicky, they can be managed rather easily with some practice.
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Ejecting the spent casings from the revolver's cylinder, after making the indoor range's paper target feel 6 rounds of Magnum Force. (C'mon. Did you seriously think that I wasn't going to make at least one pun in this entire section?)
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On a sidenote, the icon for the "Lightning Reflexes" category in M.E.A.T.S. features the M29 as well.

Smith & Wesson Model 327 R8

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.

Screenshots courtesy of Reddit user Shubishu.

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Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
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Examining the R8's left side in the Proving Ground scene.
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The right side, which looks much the same as the left. It's not every day that you see a revolver with rails.
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And speaking of things that you don't see every day...
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Loading the R8 with a proprietary 8-round speedloader.
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Aiming the revolver at an armored Sosig; the R8 has luminous 3-dot sights, another unusual feature for a revolver.
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Firing the R8.
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Ejecting a load of spent cases (using the ejector rod, fortunately) after 8 failed attempts at Sosig-killing. To be fair, landing a shot between the Sosig's armor plates at this distance with an iron-sighted handgun is no mean feat.

Smith & Wesson Model 500

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.

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Smith & Wesson Model 500 - .500 S&W Magnum
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In awe at the size of this lad. Absolute unit.
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A close-up of the behemoth's frame reveals, that, while most of the markings are gone, the "500" is still visible and intact.
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Opening up the M500's cylinder, and pausing to wonder at the sheer size of the round it fires.
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Loading some rounds into their chambers, which you can rent out for $500.00 a month, utilities not included OKAY WE GET IT, IT'S A BIG GUN, CAN WE MOVE ON NOW PLEASE
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(Mis)aligning the sights with a Sosig's head...
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...pulling back the trigger, tensing in anticipation...
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...and giving the Sosig an unsolicited quadruple lobotomy. Yes, it does, in fact, kick that much.
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Ejecting some spent casings, 4 rounds and just as many trips to an orthopedic surgeon later.
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Attacking a downed Sosig; while there are many things that .500 S&W tracers can accomplish, piercing rifle-grade body armor isn't one of them, leaving the player little option other than to simply perpetually stunlock an enemy with the round's blunt kinetic force alone. Or just, y'know...
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Shoot the bits that aren't armored.

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.

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Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
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Smith & Wesson Model 686P w/3" barrel - .357 Magnum
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Holding the revolver at the right angle gives a good idea of just how shiny it is.
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Opening the revolver's cylinder, which shows its 7-round capacity.
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This, of course, necessitates a proprietary 7-round speedloader.
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Sometimes, this happens. Due to the way in which speedloaders are handled in H3, with each visual round being an actual, physical, independent round, sometimes there can be one or two "odd men out".
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Fortunately, there is an alternate hand pose for the revolvers, which makes this easier. It also makes loading them easier for lefties.
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Snapping the cylinder back into place with a rather ill-advised flick of the wrist. Note that the revolver has not spontaneously grown an underbarrel laser; that's just an empty M1911A1 sitting on the table.
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Taking aim with the... "Model 686P Stealth Hunter"? That seems like the best name. Alright, taking aim with the Model 686P Stealth Hunter.
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Firing off a shot.
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That shot plus 6 later, and the now-empty revolver is given a twirl.
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As if this entire ordeal wasn't strange enough already, here we see a strange aspect of the ejection process. The casings appear to have either clipped back through the revolver after being ejected, or to have been spawned outside of the cylinder to begin with.
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There, that's more like it.

Webley Mk. VI

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.

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Webley Mk. VI - .455 Webley
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The Webley in-game. While its attachment point is still present, the lanyard loop on the base of the grip seems to have been removed.
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The Webley broken open for loading. Due to its re-use of some existing swing-out revolver code, the extractor sadly doesn't pop up when the revolver is opened, at least for now.
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Loading the Mk. VI. These are tracer rounds, hence the red tips.
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Firing the Webley, heedless of the fact that this indoor range is a no-smoking zone.
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Fortunately, despite the lack of a moving extractor, breaking the revolver open still produces a satisfying shower of spent casings.

Submachine Guns

AEK-919K “Kashtan”

The AEK-919K “Kashtan” is one of the available firearms in-game; it was added in the 1st Meatmas update, during the third week.

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AEK-919K “Kashtan” - 9x18mm Makarov
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A good look at the AEK-919K, fairly detailed for a rare submachine gun.
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Loading in a magazine...
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...before looking at the AEK's other side.
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Extending the stock. Yes, that is as far as it goes.
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Pulling the charging handle.
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Taking aim...
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...and spitting out a burst of 9x18mm Makarov rounds.

Beretta Model 38A

Update #52's eleventh alpha build brought along a Beretta Model 38A submachine gun.

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Beretta Model 38A - 9x19mm Parabellum
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Inspecting the left side of the Model 38A...
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...and the right side. Note the dual triggers; on the real weapon, these control the firing mode (i.e. pulling one results in semi-auto, and pulling the other results in full-auto), but this isn't currently simulated in-game, the reason being that VR controllers don't have dual triggers.
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Loading in a 30-round magazine; 10- and 20-round varieties are also available.
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Pulling back the charging handle, which opens up a small window through which the table can be seen.
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"Huh, guess I'd better turn off the safety..."
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"Oops." Note: This is a pre-release bug; in the released version of the alpha build, this doesn't happen. So no, you can't set your safety to "look, I just broke the safety".
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Taking aim at a target...
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...and showing it what happens when you don't pay the pizzo. Or what happens when you're part of the Ethiopian military. Depends on which sort of 1930s Italian we're dealing with here.

Beretta Mx4 Storm

The fully-automatic variant of the earlier-added Cx4, the Beretta Mx4 Storm, was added in Update #52.

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Beretta Mx4 Storm - 9x19mm Parabellum
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An Mx4 in a freshly-opened weapon crate.
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Admiring the Mx4's sleek, futuristic-looking lines. A lovely piece of kit, to be sure.
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Unfortunately, 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.
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Loading in the aforementioned magazine.
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Pulling 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.
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Blasting 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.
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While the meatcrabs aren't much on their own, the creatures that they create are another matter altogether.
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Dealing 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.

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Błyskawica - 9x19mm Parabellum
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Taking a good, close look at the Błyskawica.
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Loading in a magazine...
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...pulling back the charging handle...
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...and then pausing to get a better view of the submachine gun whose story is as ordinary as its name is pronounceable. Then, back to business as usual.
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"KURWA!"

Brügger & Thomet MP9

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.

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Brügger & Thomet MP9 with stock extended - 9x19mm
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Santa brought me the gift I wanted!
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Running through the halls of Take & Hold with an MP9; the markings on the ejection port read: "Cal. 9x19mm" on the top line, and "SA 07-1548" (presumably a serial number) on the second.
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Another angle, giving a better view of the weapon's profile.
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A frantic run through the sturdy defenses of a Pacification Squad checkpoint bears worthwhile fruit, in the form of a locker with an MP9 inside. The checkpoints guard some of the game's strongest military-grade loot, with most of what's found outside being civilian-oriented.
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Loading a fresh magazine into the MP9.
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Pulling back the distinctive AR-15-style charging handle.
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Grabbing a few spare magazines.
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A good look at the submachine gun's left side; note the small switch just above the grip, which is pushed up when the weapon is set to safe...
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...pushed down when the weapon is set to semi-auto...
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...and seemingly disappears when it's set to full-auto.

Cobray M11/9

A Cobray M11/9 was added through Update #50, AKA the 2017 Meatmas Update.

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SWD/Cobray M11/9 - 9x19mm Parabellum
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A Cobray M11/9 sitting in a weapon case, along with a suppressor and some magazines.
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Attaching a suppressor to the Cobray.
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Loading in a drum magazine...
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...pulling back the bolt...
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...and firing the Cobray. Note the burning trees in the background; the drum magazine in the case comes loaded with incendiary rounds by default.

CZ Scorpion Evo 3 A1

Another much-requested addition, the CZ Scorpion Evo 3 A1 was introduced in Update #58.

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CZ Scorpion Evo 3 A1 - 9x19mm Parabellum
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Admiring the Scorpion Evo.
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Loading in a 30-round magazine; with how quickly the weapon fires, these don't last long.
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Pulling back the charging handle, revealing a fresh set of 30 9x19mm rounds lying in wait.
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Being a military model (as opposed to one of CZ's semi-auto-only civilian offerings), the Evo 3 has 4 selector positions: safe...
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...semi-auto...
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...3-round burst...
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...and, of course, full-auto.
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Lining up the Scorpion's distinctive aperture sights.
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Unleashing a 1,000+ RPM burst of target-shredding fun.
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Pulling the charging handle back...
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...locking it up...
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...swapping magazines...
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...and finishing off the reload with a not-exclusive-to-HK-anymore HK slap.

FN P90 TR

The FN P90 TR is one of the numerous weapons added in the 2016 Meatmas update.

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FN P90 TR - FN 5.7x28mm
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A P90 on a table, next to its rival.
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Loading a magazine into the P90. This previously rather tricky process was made easier following Update #48.
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Pulling back the charging handle.
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Taking a look at the P90's interestingly-placed fire selector, which has 3 positions: safe...
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...semi-auto...
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...and, of course, full-auto. One interesting feature of the P90 that H3 simulates is its interesting behavior in full-auto; despite having a separate semi-auto setting, the P90 uses a 2-stage trigger system in full-auto mode (i.e. a partial pull of the trigger produces semi-automatic fire, whereas a full pull produces automatic fire).
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"Aiming" the P90; being the "TR" (Triple Rail) model, it doesn't come with any sights by default.
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Demonstrating the interesting downward-ejection system of the P90, something some games seem to be unaware of.
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All that "demonstration" leave's the gun's muzzle looking rather smoky. Also note the fake shield-shaped logo under the end of the magazine; it isn't clear why it's placed there, since a normal P90 doesn't have any markings there.
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Removing the empty magazine, which reveals a rather fitting reference on the top of the stock.

Gepard PDW

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.

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Gepard PDW with stock extended and suppressor - 9x18mm Makarov
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Taking a look at the Gepard's left side...
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...and the right. A pretty good-looking model for a gun this rare.
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Loading in a 40-round magazine; 20-rounders are also available.
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Pulling the charging handle.
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Attaching the Gepard's unique suppressor.
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Looking through the sights; as with the rest of the Gepard, these are rather AKS-74U-like, due to the former being based on the latter.
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Sending some rounds downrange.
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Folding the stock...
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...and spraying rounds willy-nilly around the room.

Heckler & Koch MP5A2

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.

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Heckler & Koch MP5A2 with Surefire 628 dedicated forend weaponlight and Navy trigger group - 9x19mm Parabellum
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Examining the MP5A2.
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Loading in a 30-round magazine.
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Pulling the charging handle back...
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...and up.
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This, of course, being a setup for the glorious HK Slap.
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Flicking the selector to full-auto. No, sadly, you can't do this with psychic powers.
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Taking aim, using the widest (and shortest-ranged) of the MP5's 3 rear sight positions...
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...and hosing down the bullseye target with a burst 9x19mm rounds.
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The MP5's post-Update #24 form, complete with top rail.
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The other 2 rear sight options, for those wondering, are small and far-out...
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...and smaller and further out.
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And on the twenty-fourth update, Anton said: "Let there be light."

Heckler & Koch MP5KA4

The Heckler & Koch MP5KA4 is one of the available firearms in-game; it was added in Update #20.

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Heckler & Koch MP5KA4 - 9x19mm Parabellum
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Examining the left side of the MP5KA4...
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...and the right. Of note is that this appears to be the same model that would later be used in Virtual Warfighter.
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A closeup of the MP5K, showing off its rail mount. In a nice touch of realism, the KA4 has a 4-position selector over the MP5A2's 3.
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Loading in a 15-round magazine. The MP5A2's 30-rounders can also be used in the MP5K, and vice versa.
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Pulling back the cocking handle.
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Aiming at the target...
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...and firing. Between this and the kung-fu he knows, the invisible-handed protagonist is a dangerous man. Lobby guards beware.

Heckler & Koch MP5K-PDW

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.

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Heckler & Koch MP5K-PDW - 9x19mm Parabellum
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The pre-patch MP5K-PDW, in all of its not-so-glorious glory.
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Loading in a 30-round magazine.
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Chambering one of the 30 aforementioned rounds.
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Flipping the selector lever to full-auto. When we said there "magazine-related" issues, this is what we meant.
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Taking some potshots at the paper bullseye.

Heckler & Koch MP5SD1

The only strictly-dedicated suppressed weapon usable by enemies, the Heckler & Koch MP5SD1 is currently not a standard player-usable weapon (bar its limited functionality as a "Sosigun").

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Heckler & Koch MP5SD1 - 9x19mm Parabellum

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is one of the numerous weapons added in the first Meatmas update.

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Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
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While browsing the arsenal, always start off small.
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Affixing an Aimpoint sight to the MP7A1's upper rail, while noticing a bit of temporal distortion.
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Loading a 40-round magazine into the MP7A1.
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A closeup of the already-loaded magazine, which shows off the bottlenecked shape of the 4.6x30mm rounds. Note the black tips, which indicate that these are of the armor-piercing variety.
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Giving the iron sights a try.
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Of course, in order to allow this, you first have to unfold them.
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Yes, the front one that was already unfolded too.
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Firing the MP7A1...
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...aiming it...
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...and remembering to chamber a round. When? Never. Because it already happened. And it never will. Got it? No? Good.

Heckler & Koch UMP45

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.

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Heckler & Koch UMP45 - .45 ACP
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Some people would say that firing 2 submachine guns at once is a bad idea. We call those people weak.
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Scrutinizing the UMP45.
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Flipping the fun switch to rock 'n roll, on the basis that semi-auto is for squares.
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Unloading the UMP at a target. One-handed, no less.
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Replacing the old magazine with a new one.
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Inspecting the other side of the submachine gun, which shows that the bolt is locked open.
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Addressing this issue by pulling the charging handle. Note the bolt release button; this is another means by which a locked-back bolt can be released, and it even correctly pops up when the bolt is locked back, as seen here.
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Ventilating the target again, this time while actually aiming.
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Folding the UMP's stock, just for the fun of it.

IMI Micro Uzi

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.

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IMI Micro Uzi with bent trigger guard - 9x19mm Parabellum
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The "Spray & Pray" category's icon. Oddly, despite having as subtle a detail as appropriate compensator cuts in the muzzle, the weapon lacks a charging handle.
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Unfolding the Micro Uzi's stock...
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...before taking a moment to appreciate its newfound physicality.
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Loading a magazine into the Micro Uzi.
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Pulling back the charging handle.
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Taking a close look at the receiver, which shows off the markings.
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It also shows off the weapon's seemingly somewhat poor condition, considering the denting present in the weapon's metal components.
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And, of course, it shows off the fire selector.
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Taking a look through the Micro Uzi's rather simple aperture sights. Aiming such a small, short-stocked weapon so steadily and close-up was made far easier with the addition of the optional Virtual Stock system, added in the same update as the Micro Uzi itself.
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This, coupled with Update #52's rebuild of recoil systems with relation to shouldering weapons makes compact submachine guns such as this one far more usable for roles other than point-blank one-handed spray-and-pray.
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And yet, the irresistible urge remains.

IMI Mini Uzi

Along with the full-size versions, the IMI Mini Uzi was added in Update #59's ninth alpha build.

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IMI Mini Uzi - 9x19mm Parabellum
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Examining a Lil' Uzi. Unlike the more common Vert or Horizont variants, this appears to be a rarer Lil' Uzi Diag.
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Loading in a 32-round magazine.
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Comparing the Mini Uzi to a full-sized one, which gives an idea of just how "mini" it is.
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Taking a look at the weapon's right side, which gives a good view of the folded stock.
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Unfolding said stock...
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...which produces this.
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Pulling the weapon's top-mounted charging handle.
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No, that's not how you...
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... *sigh* ... 11 years, and they still haven't learned...
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At least they're still doing the same needlessly dramatic removal of their empty magazines.

IMI Uzi

The full-size variant of the Uzi was added to H3 in the tenth alpha of Update #52, as an optional weapon for SWBs. According to its Sosigun spawn menu name, it's chambered in .45 ACP, an available (though less common) option. In the 9th alpha of Update #59, two player-usable versions were added: the solid-stocked "Classic", and the folding-stocked "Compact".

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IMI Uzi w/later-pattern wooden stock - 9x19mm Parabellum
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Admiring the wooden-stocked Uzi.
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A seldom-seen sight, and all the more welcome for it.
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Loading in a magazine. Unlike the Sosigs' .45 ACP Uzis, this one is a far more common 9x19mm version.
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Pulling back the charging handle.
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Looking at the fire selector's 3 positions: safe...
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...semi-auto...
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...and what everyone thinks of when they hear the word "Uzi".
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Looking through the Uzi's aperture/post sights. A little bit obtrusive, but perfectly suitable for the weapons' intended purpose.
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Opening fire. The Uzi's renowned controllability carries over quite well into H3.
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IMI Uzi - 9x19mm Parabellum
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The far more commonly-seen folding-stocked Uzi.
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Perfect for all of your president-defending needs.
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Unfolding the stock.
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In case you were worried that that was the stock at full extension, rest assured that it is not; this is.
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IMI Uzi w/Sionics suppressor - 9x19mm Parabellum
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Added along with the Uzis was this unique Sionics 2-stage suppressor, commonly associated with the Uzi.
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Unfortunately, the fact that it fits over the barrel makes attaching it a bit... tricky. Here, for example, the collision hitboxes of the suppressor and barrel fight one another, while the game attempts to determine whether or not the suppressor is in the right position to make the barrel invisible (which is supposed to happen when it's attached).
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There we go.
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With that ordeal out of the way, it's back to ventilating the target.

Interdynamic KG-9

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.

Screenshots courtesy of Reddit user Shubishu.

Interdynamic KG-9 - 9x19mm
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The left side of the KG-9. Looks... pretty much the same as the TEC-9, really.
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Yep, looks the same over here too.
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Loading in a magazine.
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Grabbing a hold of the charging handle...
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...and demonstrating the main noticeable difference between the TEC-9 and the KG-9: were this the former, the bolt wouldn't be sitting here like this (assuming that it was working properly, that is). While the later-pattern sights and cocking handle would normally imply this to be a TEC-9, the open-bolt functionality makes it simply a KG-9 modified with the later-pattern parts. It could also be explained as a TEC-9 upper receiver mated to a KG-9 lower; similar conversions have been seen in various media forms before.
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Aiming the KG-9.
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Not that it does you much good.
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Performing a tacticool mag-switch.
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Screwing on a suppressor...
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...and tearing up the streets of Miami, without all that cop-attracting noise.

"Kalashniluger"

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.

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Custom automatic Luger with AKM parts by Waffen Werle - 9x19mm Parabellum
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what
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why
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how
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no
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stop
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please
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I beg you

Kedr PP-91

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.

Kedr PP-91 - 9x18mm Makarov
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While going through the new lineup, always be sure to have a look at the machine pistols on offer.
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Also be sure to unfold their stocks.
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And to chamber them.
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And, of course to take some time to admire them.
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How wonderfully simple.
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Don't forget to switch them from "Safe"...
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...to "something in Cyrillic that probably means semi-auto"...
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...to "something else in Cyrillic that probably means full-auto".
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Aiming; this would be far more conducive to actually hitting something were the post visible through the rear sight actually the front sight post, and not the front sight's left protective ear.
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Not that that ever stopped anyone from trying.
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Taking a look at Update #24's, well, updates...
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...these being an optional aperture setting for the rear sight...
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...and a somewhat oddly-placed rail. While it might not seem terribly useful, it makes a great spot for lights and lasers, and the game's canted rail adapters be used to turn it into a top rail for optics.

M1928 Thompson

Update #52's laundry list of new weapons included the M1928 Thompson submachine gun, complete with optional 50- or 100-round drum magazines.

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M1928 Thompson with 50-round drum magazine - .45 ACP
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Admiring the Thompson.
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Locking back the bolt. H3 correctly shows that this is necessary in order to insert a drum magazine.
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Loading in a 50-round drum.
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Firing the Thompson. "Keep the change, you filthy animal!"
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"It's simple math, buddy. Twice the bullets, half the wiseguys. 's all there is to it."

M1A1 Thompson

Added through Update #50, the classic M1A1 Thompson is usable.

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M1A1 Thompson - .45 ACP
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A Thompson in a weapon case, along with a magazine.
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A 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".
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Locking back the M1A1's bolt.
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Attempting 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.
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Removing 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.
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Upon 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.
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And, of course, what better way to celebrate the presence of bolt hold-open devices than to fire randomly at absolutely everything.

M3 "Grease Gun"

Along with the Thompson, Update #50 added the M3 "Grease Gun" to H3.

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M3 "Grease Gun" - .45 ACP
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The M3 Grease Gun, attempting to blend in with the foam lining of its weapon case.
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Loading a magazine into the M3.
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Popping open the dustcover.
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Operating the M3's unusual cocking lever; the later M3A1 would replace this with a hole in the bolt for the user to stick their finger into.
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"Greasing" the snowy landscape.
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Aiming through the M3's sights. The relatively clear sight picture, coupled with the low rate of fire, make this weapon rather easy to keep on target.

Suppressed M3

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.

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M3A1 "Grease Gun" with integral suppressor - .45 ACP
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Loading a magazine into the suppressed M3. The cloth wrapping that is normally present on the suppressor is absent from the in-game model.
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Cocking the M3, showing that this isn't an M3A1 like the reference image above.
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Opening fire on the bullseye.

MAC-11

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.

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RPB Industries M11A1 - .380 ACP
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Having 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.
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Admiring the now-loaded bee machine.
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Pulling back the charging handle...
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...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.
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Upon 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.
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Having remedied the above issue, our protagonist finally gets the satisfying sound that he oh-so desired.
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One 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.

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MP40 - 9x19mm
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The MP40, sitting pretty in a weapon case.
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Loading a fresh magazine into the MP40.
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Locking the bolt into the safety notch.
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Aiming the MP40 at a crystal snowflake.
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Making this idyllic scene a whole lot less so, with the aid of 32 rounds of 9x19mm.

PASAM

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.

PASAM Mod 1 - 7x63x25mm Mauser
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Behold, the PASAM...ish.
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Unfolding the stock.
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With that sorted, it's time to load in a magazine...
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...chamber a round...
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...and open fire.

PP-19 Bizon-2

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.

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PP-19 Bizon-2 - 9x18mm Makarov
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All 4 of Update #18's additions conveniently laid out on a table, with the Bizon at the far left.
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Taking a look at one of the Bizon's distinctive helical magazines. The ribbed design of these, along with certain features of the gun itself, help distinguish this particular Bizon as a later -2 model.
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Loading the aforementioned magazine into the gun.
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Remember, kids: always be sure to check your Russian submachine guns to make sure that there isn't any leftover communism stuck in there. Even if they were first produced in the nineties, you still can't be sure unless you check.
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A closeup of the muzzle end of the PP-19. This shows off both the muzzle brake and the position of the front magazine catch, both of which further peg it as a Bizon-2.
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A cursory glance at the selector switch reveals that it's set to semi-auto. But why would you do that...
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...when you could set it to full-auto?
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Racking the charging handle.
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Aiming; the rail bracket makes this a bit more difficult, though not necessarily impossible. It also makes it distinctly more difficult (though, again, still possible) to see the redesigned sights of the Bizon-2.
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Pulling the Bizon's trigger, which causes it to somewhat anemically cough up a steady stream of spent brass.
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Reviewing the resultant grouping; considering the distance, it's not great, but then again, who needs accuracy when you've got volume of fire?
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Folding up the stock...
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...which makes the already compact weapon even shorter.
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Unfortunately, the rail bracket ruins things once again; its presence prevents the stock from actually folding all the way.

PP-2000

The PP-2000 is one of the many firearms added in the 1st Meatmas update.

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PP-2000 - 9x19mm Parabellum
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Examining the left side of the PP-2000...
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...and the right side.
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Loading in a 44-round magazine. Sadly, this can't be used as a stock, seeing as the PP-2000 in-game already has one.
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Pulling back the rather G36-esque folding charging handle.
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Taking not-really-aim...
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...and firing anyways.
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Dropping an empty magazine out of the PP-2000. But wait, what's that?
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Why, it's a suppressor! One specifically meant for this weapon, in fact! And of course, that leaves only one thing to do...
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...fire the weapon again, but this time at a neck-craningly impossible cinematic angle!

PPSh-41

The iconic PPSh-41 submachine gun was added through Update #50, and is capable of using either 35-round box magazines or 71-round drums.

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PPSh-41 - 7.62x25mm Tokarev
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The PPSh in a weapon case, along with both of its optional magazines. The 35-round box magazine isn't unusually short; it's just clipping through the front of the case, due to a physics engine bug.
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Loading a box magazine into the PPSh. Note the fire selector, currently set to semi-auto.
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Pulling back the bolt.
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Aiming at a snowflake. The fine front sight is nice for aiming, but can be hard to make out on some backgrounds.
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Loading in a 71-round drum.
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Firing a definitely-necessary-and-not-in-any-way-excessive amount of rounds at a snowflake.

"PPSh-14"

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.

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The "PPSh-14" in its weapon case.
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Loading in a drum magazine. The drums that this variant comes with are slightly smaller than the standard ones, and slightly different in appearance.
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A good side-on look at the PPSh-14. The odd pseudo-pistol-grip stock is rather reminiscent of some Archangel stocks.
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Pulling back the bolt.
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Firing the PPSh, now fitted with an Aimpoint-esque tube reflex sight.
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Firing the PPSh again, this time aiming through the aforementioned sight. The previous shot was actually also taken while aiming; it does not appear so due to the fact that recordings and screenshots of Vive gameplay can only be of one eye's view- in this case, the left eye's view is shown.
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This shot, on the other hand, is most definitely of unaimed fire.

"QC9 PDW" (Custom 9mm AR-15)

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.

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Custom AR-15 SMG with Quarter Circle 10 lower receiver and VLTOR MUR upper receiver - 9x19mm. Image provided to show the QC10 lower receiver and VLTOR upper receiver.
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A good look at the QC9.
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Extending the QC9's stock. Until the release of a later update, this was largely for aesthetic purposes, seeing as the stock didn't serve any real function.
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A selection of magazines- the Colt-pattern metal magazine, the "waffle" polymer magazine, and the X-15 drum magazine.
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Charging the QC9, loaded with a 32-round Colt-pattern magazine.
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Firing the QC9, fitted with a red-dot sight; the weapon lacks any sort of sights by default.
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Loading in an X-Products drum magazine.
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Firing the QC9, now fitted with the aforementioned drum magazine, along with a SilencerCo suppressor. Note that the ejected case has an unstruck primer.

Sa. Vz. 61 Skorpion

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.

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Sa. Vz. 61 Skorpion - .32 ACP
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Having grown somewhat bored of overly flashy modified Berettas, our action hero decides to switch over to 1960's-vintage machine pistols.
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Firing the Vz. 61.
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Of course, being that two is one and one is none, another Skorpion is loaded up...
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...and chambered.
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Our action hero then opens fire, determined to clear out the lobby.
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Meanwhile, in a completely different place at a time that isn't actually meanwhile, someone who isn't an action hero shows off a feature of the Skorpion that was added later:
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The stock.
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It's not much - little more than a bent piece of wire - but it's still nice to have.
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It also makes aiming a bit easier - more due to its absence from the sight picture than its presence as a stabilizer, but again, it's still convenient. Besides, what more do you expect from a .32 submachine gun meant to be stuffed into tank crewmen's holsters?

Sten Mk. II

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.

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Sten Mk II - 9x19mm
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The answer to the age-old question of "How little gun can you have while still having a gun?"
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The weapon's other side.
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Drawing back the Sten's bolt. This isn't where it rests when cocked; this is just as far back as it can be pulled.
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Loading in a 32-round magazine. The update also added 16-round options.
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A closeup of the ejection port, showing the magazine lined up and ready to feed cartridges.
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Locking the bolt into the safety notch. This is really the only safety mechanism that the Sten has; all it does is stop the bolt from moving forwards.
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Aiming through the Sten's simple aperture/post sights...
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...before saying "to hell with it" and unloading full-auto from the hip.
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Correction: this is the least amount of gun one can have while still technically having a gun.
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After shrugging and deciding that a bare minimum amount of gun is at least better than no gun at all, the invisible point-holder loads in a magazine. Note the white tips of the rounds; these show that they are armor-piercing incendiary(!) rounds.
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Firing the truncated Sten one-handed at some bots. With the stock being all but entirely removed, it's now anybody's guess as to the correct way to fire it. Then again, that statement makes the rather bold assumption that anything "correct" can be done with a sawn-off Sten.
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Correct or not, the "Mk. 9 Chopshop" Sten is at least handy for closer-than-preferable encounters.

Sten Mk. V

Along with the Mk. II, Update #49 added the Sten Mk V, a later, more refined version of the Sten.

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Sten Mk. V - 9x19mm
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It may be more expensive than the earlier version, but at least now it's clear how it's supposed to be held.
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A closeup of the muzzle, showing the wooden vertical foregrip and the Lee-Enfield-type front sight.
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A look at the other side reveals the first of 32 9x19mm rounds ready to be fired.

Sten Mk. VI(S)

The integrally suppressed variant of the Mk. V, the Sten Mk VI(S), is available as well.

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Sten Mk. VI(S) - 9x19mm
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A weapon for the strong, silent type. Or for SOE operatives.
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Firing the Mk. VI(S). Note the somewhat worrying lack of a front sight.

Steyr MP34

The final SMG added to the game by Update #50 is the Steyr MP34.

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Steyr MP34 - 9x19mm
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Loading a magazine into the MP34.
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Taking in the beauty of an inter-war submachine gun.
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Pointing the MP34 at a target. This endeavor would prove fruitless, seeing as the weapon isn't cocked.
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Remedying the aforementioned issue.
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Firing the MP34 properly...
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...and improperly.

TDI Vector

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.

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Gen II KRISS USA Vector CRB Enhanced - .45 ACP
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TDI / KRISS USA Vector with stock removed - .45 ACP. Image provided to show the separate safety switch and selector of a military model; compare with the images above and below.
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After buying his CRB, our resident mall ninja gets the feeling that he's missing something...
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"Hmm..."
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"What could it be, what could it be..."
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"Oh, right. That's... kinda important."
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Of note is the Vector's safety/fire selector setup:
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The rear lever, manipulated with the firing hand, toggles between safe and whatever firemode is currently selected: here, semi-auto...
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...here, 2-round burst...
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...and here, full-auto.
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Satisfied with his choice, the mall ninja loads in a "25+" magazine (which holds 25 rounds in-game, the lower end of the possible capacity range for these magazines).
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He then pulls the Vector's distinctive folding charging handle...
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...and spits fire into the darkness, the spent casings shimmering a dark, glossy black in the sparse lighting of the room, while the editor begins to realize that they're slowly becoming a drama novelist.
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The normal, unshrouded version of the Vector, in a far less noir-inspiring setting.

Shotguns

Baikal MP-155K

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.

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Baikal MP-155K - 12 gauge
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An MP-155K sits on a table, while its magazine stands alone.
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"Reunited, and it feels so good..."
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Pulling back the charging handle...
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...and letting it slam back into battery, taking a fresh buckshot shell with it.
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Pausing to admire the shotgun's black, shiny polymer components.
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The other side of the MP-155K; the markings simply read "MP-155K" in the segment closer to this text, and "12x76" in the segment closer to the ejection port (the latter is a caliber designation; it denotes shells 12 gauge in diameter and 76 millimeters in length, or 3" for those on the other side of the anywhere).
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Aiming; the small, high-mounted rear aperture seems more at home on a rifle than a shotgun. At least it's good for slugs.
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Firing a shell.

Benelli M4 Super 90

The Benelli M4 Super 90 is one of the available shotguns in-game; it was added in Update #6, along with the FABARM Martial.

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Benelli M4 Super 90 with 4-shot tube - 12 gauge
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Out on a woods walk, Hick-not45 loads up his M4 Super 90.
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Aiming through the attached EOTech holosight; the in-game sight is marked "NAVTech", for copyright reasons.
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Smoking some pots.
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Satisfied, Hick-not45 lowers his Benelli, giving the viewers at home a good look at the 4-shot magazine tube; this is at odds with its in-game 7+1 capacity.
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Meanwhile, in a far less inviting-looking shooting range, another M4 sits on a table.
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Locking back the shotgun's bolt...
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...chamberloading a shell...
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...and letting the bolt slam into battery.
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Collapsing the stock.
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Admiring the now-smaller shotgun - or, at least, attempting to, as the weapon's eye-searingly reflective finish makes looking at it with this lighting for any substantial period of time a rather painful endeavor.
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Blasting away a blue circle. This is the older version of the Modular Range, which would later evolve into the M.E.A.T.S. range; the former was far simpler than the latter, having only 2 types of targets (at this stage of development): blue point targets, and red penalty targets.

Beretta DT11

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.

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Beretta DT11 - 12 gauge
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It was at this moment that he realized that an indoor range is not a good place to bring a trap shooting shotgun.
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Deciding to just roll with it, he opens up the DT11...
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...and further fails to understand its intended purpose.
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Having given his DT11 two shells full of buckshot, he then closes it up.
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Aiming; this being a competition skeet gun, it has nothing but a front bead sight.
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Firing off a shot; the red lines in the air are the game's optional bullet trails.
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He then admires his DT11, whilst trying to ignore the ricochet that has seemingly lodged itself in his leg.
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Dropping the spent shells out of the DT11.
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A table full of (almost) all of Update #46's shortened weapon variants.
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Finding the full-length version too long and awkward for indoor use, he tries out a shorter version. Note that, despite the barrels being ostensibly sawn down, they still have choke tubes installed.
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Loading the shortened DT11 up with some shells.
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Sawing off a beautiful shotgun like this should be a crime. And it is. No, seriously.
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Fortunately, since nobody knows who "He" is, He can't get arrested by the BATFS (Bureau of Alcohol, Tobacco, Firearms, and Sausages).

Heckler & Koch FABARM Martial Pro Forces

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.

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Fabarm Martial Pro Forces 14" - 12 gauge
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Feeling a need to prove itself, the FABARM shoves itself center-stage.
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Loading the first shell into the chamber...
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...and the other 5 into the magazine tube.
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Aiming the shotgun, not that it's particularly necessary at this distance.
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Blasting the target with a full load of buckshot.
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Working the shotgun's action, and ejecting a spent shell.
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A closeup of the receiver, which shows off the markings.
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It also provides a good view of the old shell being extracted from the chamber...
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...and the new one being chambered. Note the green color of the shell; the current build of H3 doesn't contain any green shells, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.

Franchi SPAS-12

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.

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Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
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Well, the shotgun's right here, but where is Sarah Connor?.
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Well, she's not there.
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Nope, not under there either.
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She sure is good at hiding. Well, such is to be expected. After all, Sarah is quite a clever girl.

Tactical

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Franchi SPAS-12 with stock removed – 12 gauge
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The tactical version, with all the latest modern, advanced features. Stock and second barrel sold separately.
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Loading in some shells, the loading gate being unusually cooperative considering the non-depressed bolt release.
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Racking the charging handle, and sending a shell into the chamber.
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Putting some extra shells into the side-mounted shell holder. Just in case.
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Taking a look through the SPAS's distinctive ghost-ring sights...
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...and blasting the target with buckshot.
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Loading another shell, straight into the chamber...
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...and then ejecting it, manually this time. Not shown: the shell actually being fired.
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Well, it might be the T-800's gun, but that right there is his target's technique.
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You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can. And because we can, we have to.

"KWG1"

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.
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After several hours of cutting, welding, and riveting, the work finally bears fruit.
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Loading 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.
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Several shells later, it's time to load in the magazine...
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...chamber a round...
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...and purge the realm of heretics in the name of the Emperor.
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After 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.
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Loading in another magazine, this time filled with a suitably patriotic handload: "Freedomfetti" shells.
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These 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.
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Back 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:
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Universal 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.

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Mossberg 590 with ghost ring sights, bayonet lug, and Speedfeed stock - 12 gauge
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The 590A1 attempts to back away from the horror that is the KWG1; being an inanimate object, this proves somewhat futile.
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Examining the right side of the still-shaken shotgun...
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...and the left side, which shows off the rather straightforward receiver markings.
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Opening up the action...
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...chamberloading a "SWAG-12" HE shell...
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...taking pseudo-aim...
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...and firing, with suitably explosive results.
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Ejecting the spent-but-apparently-not-actually-fired shell.
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On a sidenote, the 590A1 in-game is modeled with a Speedfeed stock.
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Said stock is actually fully-functional; here, the wielder has decided to drop in a flechette shell.
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What's that old saying? "If you love something, let it go"?

MPS AA-12 CQB

Update #55 added the much-demanded MPS AA-12 shotgun, specifically the short-barreled "CQB" model.

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MPS AA-12 CQB - 12 gauge
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"Ladies and gentlemen, the moment you have all been waiting for..."
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"...the AAAAH MY EYES!"
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Loading in a magazine at an angle that, if nothing else, can at least be excused by temporary blindness.
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Locking back the bolt.
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Taking aim; the sights aren't terribly precise, but then again, it is a fully-automatic shotgun. "Precise" isn't a word that would be used to describe it.
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Blasting a target with 8 shells' worth of buckshot.
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Of course, if 8 shells isn't enough...
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...then 20 shells should be.

MTs255

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.

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MTs255 - 12 gauge
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Admiring the MTs255 in the indoor range.
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Opening up the MTs...
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...and loading in some shells.
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Shutting the shotgun with a rather ill-advised flick of the wrist. Or rather, a flick of both wrists, considering the weapon's 2-handed nature.
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Taking aim at a target through the MTs's rather simple notch-and-post sights.
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Ejecting a set of spent shells from the shotgun. And with that, we say goodbye to MTs255 Senior...
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...and hello to his lovely son MTs255 Junior.
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Loading the cut-down shotgun with an interesting assortment of shells: from top to bottom, there's a buckshot shell, a Dragon's Breath shell, a "Triple Hit" shell, a slug shell, and a "SWAG-12" fragmenting shell.
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Making the same mistake as with the full-length MTs, and snapping the cylinder back into place.
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Firing; this is the result of the Dragon's Breath shell, which is rather underwhelming in broad daylight.

Remington 870 Express Tactical Magpul

Added in Update #52, the "Express 870", as it's known in-game, is a Remington 870 Express Tactical Magpul with tan furniture.

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Remington 870 Express Tactical Magpul - 12 gauge
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Inspecting 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.
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The 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.
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Chambering 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.
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The Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of using a shotgun "gangsta-style".
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Having 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.
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Aiming 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).
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Firing (heh), which has predictable consequences.
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Ejecting 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.

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Remington 870 Field Gun with shortened barrel - 12 gauge
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Examining the truncated 870.
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While not the sawn-off Remington of legend, it is still fairly cool.
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Especially considering the presence of a stock.
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Loading the 870; it can hold 4 shells in the tube, plus one in the chamber.
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Chambering a shell.
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Aiming; this being a sawn-off shotgun, there aren't any sights to render this activity worthwhile.
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Blasting the target to smithereens. Well, not really, but it's more fun to think so.
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Ejecting a spent shell.
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Ditto, but this time in a familiarly eye-damaging manner.
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Reloading the now-empty shotgun, straight through the ejection port this time.
Sawn-off Remington 870 - 12 gauge
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Taking a look at the even shorter Remington...
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Remington 870 Field Gun (full-length) - 12 gauge
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...and the l o n g b o i .

Remington 870 TAC-14 DM

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.

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Remington 870 TAC-14 DM - 12 gauge
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The new kid on the block.
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A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.
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The other side, which gives a view of the bolt and ejection port.
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Loading a magazine into the 870 DM.
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Ejecting a fired shell.
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Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.

Remington Model 11

The Remington Model 11 was added in Update #52; its first introduction was in the Valentine's Day alpha build.

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Remington Model 11 - 12 gauge
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The left side of the Model 11, which shows off the engravings (and the lack of a magazine cutoff, distinguishing it from the Browning Auto-5 upon which the Model 11 is based)...
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...and the right side, which shows off some of the working bits.
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Locking the bolt to the rear.
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Chamberloading the Model 11.
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Loading the other 4 shells into the magazine tube.
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Aiming the shotgun, showing off its simple bead sight.
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Blasting the paper target with a 12 gauge shell.

Remington Model 1882

Update #52 added a Remington Model 1882 double-barreled shotgun.

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Remington Model 1889 - 12 gauge. Similar to the Model 1882.
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Modern indoor range, meet classic rabbit-ear shotgun.
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Taking a look at the stock, which has a brass badge attached to the side.
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Opening the Model 1882.
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Loading in some shells.
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Cocking the left hammer. The right was soon to follow.
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Aiming the 1882. There's nothing but a simple bead sight available for this purpose.
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2 shots later, and it's time to eject some shells.

Saiga 12

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.

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Saiga-12K - 12 gauge
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A beautiful piece of Russian engineering.
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The other side. Note that the safety is on; this is standard for weapons in H3 when they are first spawned.
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Fiddling with the folding stock, while trying to ignore the ever-invasive options panel.
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Loading in a 5-round magazine.
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Chambering a shell.
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Firing the Saiga.
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Loading in a 12-round magazine...
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...before performing a rather strange tactical reload.
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Of course, if 12 rounds isn't enough for you...
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Preparing to affix a somewhat undersized SilencerCo Osprey suppressor.
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A suppressor which, of course, re-scales itself to match the Saiga's barrel, as seen in this demonstration of a complete and utter failure to understand the concept of a "target".

Sawn-off Double Barreled Shotgun

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.

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Remington Spartan Sawed Off shotgun - 12 gauge
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While shooting at the range, the urge to rant to "primitive screw heads" is differed by the lack of other range patrons.
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Opening up the shotgun.
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Loading in some shells.
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Aiming the shotgun, using its complete lack of sights...
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...before bringing the paper range target to its inevitable Doom.
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Two shots fired, 2 shells ejected.

Ultra-short sawed-off

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Aww, isn't it adorable?
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A close look at the ultra-short version's muzzle.
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Loading in some #4 Buckshot shells...
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...which are precisely flush with the ends of the barrels.
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The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.
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Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.
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Ejecting the fired shells from one of the shotguns.

Cartoon 8 Gauge

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The "Cartoon 8 Gauge", in all of its glory.
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Loading some utterly massive shells into the weapon's breech...
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...before annihilating everything in front of the weapon, along with the user's wrist.
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Given the amount of smoke this weapon produces, it wouldn't be a stretch to say its shells are loaded with black powder, rather than smokeless. This could also go some way to explaining how the weapon stays in the user's hand upon firing.
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Removing the spent shells from the shotgun, vowing never to do that again.

1864 Wells Fargo

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Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.
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Admiring the 1864 Wells.
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Loading some shells into the loops on the forend. Just in case.
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Opening up the shotgun.
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Loading in a pair of shells.
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A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.
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Cocking the left hammer...
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...and the right one...
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...before blowing away the paper target charging bandit, vowing to defend this range booth stagecoach to the very last.
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Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.

Serbu Super Shorty

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.

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Serbu Super Shorty (Remington 870-based) - 12 gauge
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A pair of Super Shorties lying on a table.
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Taking a look at the clean, normal version...
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...and the tacticool version.
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Deciding that, since this version has a higher number written on the side, it obviously must be better, our handless friend loads in some shells. And by "some", we mean 2.
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Plus an extra one, provided that there's one in the chamber.
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Placing some shells in the shell holders. What's that old expression again? "A ten-gallon hat on a one-quart head"?
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Taking aim...
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...firing a shell...
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...and working the action...
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...before remembering to actually make use of the top-mounted rail.
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Ah, much better!
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Celebrating this new development in actually-having-a-chance-of-hitting-your-target technology by loading a shell directly into the chamber.
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After a long day of shooting, our friend decides to set the shotguns down, and go home to massage his aching nonexistent wrists.

Winchester Model 1887

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 la Terminator 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.)

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Winchester 1887 shotgun - 12 gauge
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Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.
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A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the M1903 Springfield).
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Opening the 1887's action...
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...which gives a good look at the weapon's breech and magazine tube.
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Loading in a handful of "Triple Hit" shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.
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Taking aim at a decanter...
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...and firing. Note the impressive ricochets; the slugs in the "Triple Hit" shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.
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A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.
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Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge
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The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.
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Opening the action.
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Loading in some shells.
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Aiming at a bottle...
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...before blowing it to pieces. Once again, the ricochet-prone nature of the "Triple Hit" shells makes itself apparent.
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Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with "Hot Dog" in the name, so we'll let it slide.
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Another angle, showing a new shell being chambered.

Winchester Model 1897

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.

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Winchester Model 1897 "Trench Gun" - 12 gauge
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Taking in the beauty of a century-old shotgun.
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The other side, showing off the ejection port.
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As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.
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Loading a 12 gauge buckshot round into the 1897's chamber...
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...before putting another 5 in the tube magazine.
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Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.

Assault Rifles

AK-101

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).

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AK-101 - 5.56x45mm NATO
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"If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off."
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Giving the asynchronous audience at various homes a nice look at the AK-101.
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Of course, when showcasing an AK, always make sure the other side of the rifle actually exists. Same goes for buying one. Damned scammers...
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Loading in a 30-round magazine full of capitalist propaganda 5.56x45mm NATO.
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Racking the charging handle.
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Looking through the 101's irons...
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...and letting some rounds fly.
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Out with the old, and in with the new.
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Well, newer, anyway.
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As mentioned, the newer 101's dovetail rail allows for the mounting of various Combloc optics, such as this PK-01VS red-dot sight.
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Said sight has an interesting blue-tinted lens. Also note the newer model's somewhat clearer-looking iron sights.
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If you're in the mood for something with a bit more magnification, the iconic PSO-1 4x scope is always a good choice.
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Looking through the scope reveals that H3VR is one of a select few games that understands what a PSO-1 reticle actually looks like.
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It also shows something about the PSO-1 that even fewer pieces of media depict:
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The small switch on the side.
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Of course, the switch isn't just there for show; it's used to turn on (or off) the PSO-1's integrated reticle illumination light, as seen in this appalling display of poor range etiquette.

AKM

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.

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AKM - 7.62x39mm
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The older AKM, resting peacefully on a table.
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It's then rudely and suddenly awakened, so that the viewers at home can get a better look at it.
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I hope that you're happy.
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Loading a magazine into the AKM.
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Taking advantage of the rail mount, and attaching a...
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"NYET! RIFLE IS FINE!"
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The other side of the new and improved AKM. "New" in the sense that it's a new model, "improved" because it's an AKM, not an original AK.
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Loading in a magazine...
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...before completely failing to pull the charging handle.
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This failure comes as a result of one of the AK series' distinctive features: the selector lever, when set to safe, also serves as a dustcover, preventing debris from entering the charging handle slot. This, of course, has the side effect of preventing the charging handle from entering the charging handle slot.
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Another thing to note about the AK series is the arrangement of the selector's positions; rather than the "Safe-Semi-Auto" model common on most select-fire weapons, AKs generally have a "Safe-Auto-Semi" setup, which means that disengaging an AK's safety sends the user straight into full-auto.
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Right, now that that's been sorted, it's time to get back to business.
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Taking a look through the AKM's sights...
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...and blazing away in full-auto.
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Yet another attribute of the AK series is the so-called "tactical reload", made possible by the combination of a paddle magazine release and a shallow, rock-in magazine well; the routine consists of 3 steps: first, knock the old magazine out with a new one...
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...second, rock in the new magazine...
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...and third, pull the charging handle. There are different ways to do this; the underhand technique seen here is quite popular in the West, whereas the East generally prefers to run the entire process with only the right hand.
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Loading the AKM with a 75-round RPK drum...
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...and merrily unloading into the walls, floor, and ceiling.
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Speaking of merry, here's a shot from the "How the Gronch Monetized Meatmas" trailer for Update #49, featuring the titular misspelled villain "holding" an AKM, whilst telling players how to spend hours upon hours grinding to obtain loot-crates and in-game currencies in order to access EAPA (Earliest Access Pride & Accomplishment) boxes. Note that, curiously, the Gronch's rifle seems to be a non-railed version of the older model, despite that model having been removed from the game 9 updates prior.

Tactical

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Century Arms C39 V2 with Magpul MOE furniture - 7.62x39mm. Image provided to show the Magpul accessories; the gun in-game is not a C39.
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"CYKA! I SAID RIFLE IS FINE! WHAT IN GOD'S NAME EVEN IS THIS MERZOST?!"
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Even the letterboxing seems to agree with this sentiment, doing its best to shield the viewers' eyes from the heresy before them.
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Being a Magpul-furnished rifle, it only makes sense that it comes with (interchangeable) 30-round Magpul PMAGs.
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Pulling the extended charging handle. Note the aftermarket selector lever; this includes a cutout in the top, which is used to lock the handle to the rear.
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A good shot of the rifle's stock.
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Aiming through the non-standard rear sight...
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...and firing.
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Tactical rifle, tactical reload.
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And a rather - *ahem* - tactical firing stance.

AKS-74U

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.

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AKS-74U (also referred to as the "AKSU" or 'Krinkov') - 5.45x39mm
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Taking a look at a fresh, new AKS-74U, hot off the presses.
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The other side, which shows that, as is standard for guns in H3, the selector starts out set to "safe".
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Taking a look at a magazine, which shows that the rounds have some rather... interesting deformation.
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Loading in the magazine, unconcerned with the headspacing issues that such deformed ammunition can bring with it.
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Pulling back the charging handle (after disengaging the safety, of course).
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Taking aim at the target...
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...and firing. A spent case can just be seen coming out of the ejection port.
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Folding the stock, after deciding that the AKS-74U in its prior state was too stable, too controllable, and all-around too useful.
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Ahh, much better!
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AKS-74U with railed handguard - 5.45x39mm
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The "Tactical" model, in all of its polymer-festooned glory. Note how it seems to have the stock from an 100-series AK rifle, such as the AK-74M.
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Loading in an interestingly marbled polymer magazine.
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Pulling back the aftermarket rounded charging handle.
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Drawing a bead...
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...and slinging some lead. Those two words don't rhyme, because English is a very sensible, well thought-out language.

Colt M4A1

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.

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Colt M4A1 - 5.56x45mm NATO
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Well, well, well, what have we here?
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Loading a 30-round magazine into the M4A1.
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Flipping the rifle over...
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...and pulling the charging handle.
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Next up on the checklist: the fire selector.
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Setting it to semi-auto...
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...and to rock 'n roll. Note how the fire selector isn't quite in either position; H3's fire selectors used to be animated so as to move gradually, but this was later removed in favor of the current instantaneous-switching system.
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Blasting away at nothing in particular; the muzzle flash is yet another thing that has long since changed (with rumors of a possible further change in the future, to accommodate attachments such as muzzle brakes and compensators).
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Dumping out the now-empty magazine.
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One new magazine later, one step to go:
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Tapping the bolt release. One feature that (fortunately) hasn't disappeared is the movable nature of the bolt release paddle; it correctly pops up when the bolt is locked back, and lays flat when the bolt is in battery (compare with the image above).
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Should one fail to properly chamber the rifle (i.e. manually riding the charging handle forward into battery instead of letting it snap back under spring tension), the bolt winds up in this position.
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Luckily, it's nothing that a quick tap of the forward assist can't fix. This is yet another feature that has since been removed, due to it being somewhat buggy and inconsistent, not to mention difficult for new players to understand.
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Grabbing the rifle's forend causes (or rather, caused) the foregrip to somewhat slowly unfold, much like the fire selector. Seems like something's missing here...
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Oh. Right. That's... kinda important.
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Aiming through the M4A1's now-complete irons gives a good look at the curiously green-painted front post. It's not a standard feature, but hey, it makes the post easier to see, so why not?
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The handle-mounted sight also comes came with a few selectable options, indicated by small white arrows whenever a controller is was close by. The top arrow allowsed the player to swap out the standard aperture sight with...
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...whatever this is was...
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...while the side arrow allows (y'know what, just read all the verbs in the past tense, 'cause I'm too lazy to keep track of them all myself) for the adjustment of the rear sight's elevation, between this...
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...and this, with 3 other positions in-between.
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If that's not your style, you can always tack on a scope...
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...the lens covers helpfully popping open when you do so.
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Grabbing the foregrip...
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...and, a fair while later, watching it settle into its fully-unfolded position.
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Aiming; this scope is actually modeled after a red-dot magnifier, but was implemented as a scope at the time due to a lack of a proper scope model. Yet another problem that has long since been fixed.
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The shiny new "Left Hook" version, fresh out of Update #48. Brings back good memories...
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The right side of the Left Hook, showing the features that the left side is supposed to have.
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Fiddling with the foldable BUIS, which takes the place of the older model's carrying handle.
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It still has the original front sight/gas block, though.
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Playing around with the stock. Upon the weapon's release, this possessed a notable visual bug wherein the entire buffer tube moved in and out of the receiver with the stock; the following update fixed this.
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A beautiful pair of fraternal twins.
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Loading a magazine into the standard M4A1. This magazine, fitted with a Magpul handling loop, is another Update #48 addition.
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A nice touch of the newer M4A1 is the dustcover...
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...which pops open when the bolt first comes back...
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...and stays there when it returns to battery (though it can be manually closed at the player's discretion). Also note the serrations on the bolt; these serve as points for the forward assist to push on.
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Being the same gun, the fire selector still has the same 3 settings: safe...
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...semi...
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...and full-auto.
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Aiming, which shows off both the sights and the aftermarket extended charging handle tab.
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Firing the M4A1.
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Making sure the other rifle doesn't feel "left" out, and loading in a magazine.
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Another detail; when the charging handle is pulled...
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...the aforementioned aftermarket charging handle tab pops out.
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Firing the Left Hook. You looked to the wrong side of the picture for spent casings, didn't you?

"M4A1 Shorty"

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.

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Mk. 18 Mod 0 - 5.56x45mm NATO
Somewhere between this...
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Olympic Arms K23B Tactical w/foregrip - 5.56x45mm NATO
...and this.
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A close-up shot of the Shorty's forend; it's pretty much just the standard handguard, but with 2 vents instead of 3.
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Performing a quick brass check, while simultaneously showing that the rest of the model is more or less identical to the standard M4A1.
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Sighting up a Weinerbot with the Aimpoint red-dot sight attached to the carbine.
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Performing 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".
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While 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.
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Attempting to perform another brass check, this time with just a little bit too much enthusiasm.

Colt Model 607

The final weapon made available to the SWBs in Update #46 was most likely intended as a cartoonish M16A1, with the resultant weapon resembling a Colt Model 607.

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M16A1 with 20-round magazine - 5.56x45mm NATO
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Colt Model 607 with 20-round magazine - 5.56x45mm NATO

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").

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CZ SA vz. 58P - 7.62x39mm
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Behold, a rifle.
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And no, it's not an AK. Hlupák.
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Not even the magazine is from an AK. Banish the thought of AKs from your mind entirely, for this has nothing to do with them.
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Pulling back the charging handle, which gives an excellent view of the rounds in the magazine, courtesy of the vz. 58's distinctive open-topped receiver.
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The fire selector is this lever on the side; here it is on semi-auto...
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...and here it is on "30".
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Taking a look at the vz. 58's iron sights: a simple rear tangent notch and hooded front post, both mounted on the barrel. Serviceable, if a bit dated.
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Firing; the combination of straight-upwards ejection and a low ceiling make casings traveling in opposite directions a rather frequent sight in the indoor range.
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Another interesting feature of the vz. 58 is its ability to accept stripper clips, as seen here; these clips hold 10 rounds apiece.

CZ SA vz. 58V

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.

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CZ SA vz. 58V - 7.62x39mm
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To spice things up a bit, instead of the perpendicularly-angled detail shots you're used to by now, here's an obliquely-angled shot!
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"Haha! With these new shots, they'll never even realize that they're just looking at the exact same gun with a different stock on it! It's BRILLIANT! HAHAHAHAHAHAHAHAHAHAHAHA!

...this thing isn't on, is it?
"
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*Ahem*
"Right, moving on..." Folding the vz. 58V's stock...
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...which sits nice and flush on the side of the receiver.
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Loading in a magazine. Fortunately, the stock was kind enough to recognize that, seeing as this is an indoor shooting range and not a plane, it should unfold itself to help facilitate more accurate shooting. That, or the shot of it being unfolded just wound up on the cutting room floor. One of the two.
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Pulling back the charging handle.
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Doing the right thing, and letting it go. As nice as it may seem to keep it sheltered and safe at home, a charging handle belongs in the wild.
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Aiming...
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...and firing. Contrary to what these images might suggest, these are not mutually exclusive actions.

Custom

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Loading up the Custom variant.
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Examining the rifle reveals a charging handle here...
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...and a charging handle there! Char-ging-han-dles-ev-ry-where!
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Aiming the tacticool vz. 58; the aftermarket scope rail has a groove down the middle, allowing for a (slightly cramped) view of the irons.
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Firing; apparently, one of the spent casings doesn't quite get the idea of a "personal bubble".
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This happens sometimes too.
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One magazine later, the vz. 58 locks open.
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Oh, and the stock folds. Just thought that you should know.

CZ SA vz. 58 Compact

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.

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CZ SA vz. 58 Compact - 7.62x39mm
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D'awww....
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The other side of the adorably tiny carbine.
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Loading the vz. 58 Compact, which makes the already cartoonishly-proportioned weapon look even more preposterous.
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Racking the charging handle.
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Aiming; the fact that the rear sight is still barrel-mounted gives the Compact a sight radius that'd be on the shorter end for a handgun, let alone an assault rifle.
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Firing the carbine, producing appropriately massive amounts of sound and muzzle flash. Note the small gray dot underneath the rear sight; this is the vz. 58 series's distinctive short-stroke gas piston.
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Oh, and for anyone who wants to try firing this thing one-handed, here's some advice:
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Don't.
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Just don't.

FAMAS F1

The FAMAS F1 was the first weapon in the "Bullpup Trifecta" that was added in the first Meatmas update, alongside the L85A2 and the AUG A3.

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FAMAS F1 - 5.56x45mm
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Loading a magazine into the FAMAS. Fortunately, H3 understands that the F1 uses its own proprietary magazines, as opposed to the many games that simply shove a STANAG into the magazine well and hope for the best.
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Pulling back the charging handle.
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Admiring the FAMAS, whilst trying to resist the urge to make a "rich and FAMAS" joke (knowing full well that that's not how it's pronounced).
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The FAMAS's fire selector is of note: the switch in the trigger guard toggles between safe...
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...semi-auto...
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...and a mode that can be either full-auto or 3-round burst...
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...depending on the position of this switch on the stock. Initially, this switch couldn't be used, with the 3rd selector position being exclusively set to burst; a later patch changed this.
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Popping open the FAMAS's integral bipod.
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A FAMAS mounted on a somewhat inconveniently low table.
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The F1's irons, which have 3 settings: "Aim Large, Miss Large"...
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..."Aim Small, Miss Small"...
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...and "Aim Medium, Miss Medium".
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The post-Update #52 version of the FAMAS, which has a pair of rail segments - one on the bottom of the handguard, and one on top of the carrying handle.

Heckler & Koch G36

The Heckler & Koch G36 is one of the available firearms in-game. It, along with its shorter sibling, were added in Update #23.

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Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm
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Always have to enjoy a well-modeled full size G36.
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Loading in a 100-round dual drum magazine.
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Pulling back the G36's charging handle. Note the bipod; H3 correctly depicts the G36 with a functional integrated bipod, which, when combined with the ability to use 100-round magazines, makes for a handy light support weapon.
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Looking through the top red-dot portion of the ZF 3x4° dual-mode optic, another rarity in video games.
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The bottom portion of the ZF optic, which consists of a 3x magnified scope.
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Choosing the former of the two options, and opening fire with the G36. When it's deployed on its bipod, the G36 is precise enough that one can quite literally sign their initials on the indoor range's target in full-auto, if they so desire.

Heckler & Koch G36C

The Heckler & Koch G36C is one of the available firearms in-game; like the full-length variant, it was added in Update #23.

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Heckler & Koch G36C - 5.56x45mm
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Taking a look at the G36C.
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Loading in a standard 30-round magazine; these are normally translucent in reality, but they're opaque black in-game.
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Pulling the charging handle. As with the standard G36 above, the end of the charging handle correctly folds out to whichever side it's grabbed from, though it isn't very visible here due to the angle at which the rifle is held.
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Checking some range results, now-readied G36C in tow.
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Aiming through the (rather wide) sights; a later update made the flip-up rear aperture usable as well.
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Sending a burst of 5.56mm rounds flying at the target.
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Et tu, Brute?

IMBEL IA2

The IMBEL IA2 5.56mm CQC is one of the available firearms in-game; it was added in the 1st Meatmas Update.

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IMBEL IA2 5.56mm CQC w/ bayonet - 5.56x45mm
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Loading a 30-round STANAG magazine into the IA2.
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Sometimes, one must observe their Brazilian rifles due to their overall rarity in media.
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The IMBEL's other side, which shows off the brass deflector.
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Rare-rifle-observation finished, the IA2's charging handle is pulled.
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Aiming through the larger of the rifle's 2 rear aperture sight options...
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...and the smaller one.
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Firing the IA2, although perspective would have you believe that the rear sight has spontaneously spat out a spent casing.
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Folding the stock, just for the fun of it.

FN SCAR-L

The FN SCAR-L is one of the available firearms in-game. It, along with its heavier-caliber sibling, were added in Update #32.

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Third Generation FN SCAR-L - 5.56x45mm NATO
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Admiring the SCAR-L. Curiously, the upper and lower receivers are in slightly different colors.
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Extending the SCAR's collapsible stock. Of note is that this, like many stock-related functions in H3, served no practical purpose until much later on, when the recoil system was modified to accommodate them.
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Loading a 30-round STANAG magazine into the rifle.
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Chambering a 5.56mm round.
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Looking through the first of the SCAR's 2 optional rear sight apertures...
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...and the second, smaller one.
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If neither are particularly to your liking, you can always fold them down and attach a sight, such as this Aimpoint red-dot. Note the label on the scope; for copyright reasons, "Aimpoint" has been changed to "Gamepoint".
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Flipping the rifle's selector from safe to semi-auto. Note the receiver's markings; in contrast with the sight's obfuscated manufacturer's markings, the rifle itself has near-proper "FN HERSTAL BELGIUM" trademarks, save for the odd rewriting of "HERSTAL" as "HöRSTAL". The markings below that read "MK 16 MOD 0", "Cal 5.56x45 MM", and a serial number of "H3VR2317", an obvious reference to the game itself.
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Aiming through the red-dot sight...
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...and firing.
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30 rounds later, and it's time to retire the old magazine. Along with the sight, apparently.
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Of course, if you're a true tactical operator, then it's not really an issue.

L85A2

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.

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L85A2 - 5.56x45mm NATO
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A nice shot of an iron-sighted L85A2.
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Loading in a 30-round STANAG magazine.
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Pulling the charging handle, while earning a disapproving glare from the ghost of an English military trainer that watches us all from the heavens; the UK military's official recommended method is to pull the charging handle with the left hand, so as to be able to see the ejection port without removing the rifle from the user's shoulder.
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Manipulating the L85A2's interesting (if not terribly ergonomic) set of controls; to set the weapon to full-auto...
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...one must first disengage the crossbolt safety located above the trigger...
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...then reach back and flip the stock-mounted selector switch. While this could initially be used like any other selector in-game, it was later updated to reflect the 2-part nature of the fire controls.
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Taking a look at the L85's irons...
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L85A2 with SUSAT scope - 5.56x45mm NATO
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...not that anyone actually uses them, anyways.
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A broader look at the scoped L85, which gives a clearer view of the excised front iron sight. While this would be an inaccuracy for many weapons, on the L85A2, it's just standard practice (as the reference image displays).
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The SUSAT's distinctive single-post reticle.

M16A1

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.

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M16A1 with 20-round magazine - 5.56x45mm
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While he isn't a GI in 'Nam, our invisible range buddy ponders why 2+2 is on his mind.
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The right side of the rifle, which shows off the serrations on the bolt; these are meant to interface with the forward assist (the button behind the bolt), so that it can be forced into battery, should you find your rifle in a (little hometown) jam.
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Loading in a 20-round magazine. While other 5.56mm STANAGs can be used in as well, they just aren't the same as the classic straight 20-rounder.
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Pulling back the M16A1's charging handle.
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Looking through the sights...
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...and showing Paper Charlie up ahead that Private Invisible Hands was born to kill.
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Attaching a 3x20 scope...
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...which interfaces with a hole in the top of the carrying handle.
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Aiming through the 3x20 scope. No, this scope isn't attached upside-down; that's what its reticle is supposed to look like, for whatever reason.
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Finding this reticle easy to lose among the trees, Pvt. Hands decides to switch it out for a different optic.
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Confident that the scope will stay in place, he decides to proceed.
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He then adjusts the scope's magnification, while wondering where the small floating box is coming from. Probably the drugs.
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Aiming with the 6-24x scope reveals a much clearer duplex crosshair reticle, perfect for fighting someone else's war.

Mk 18 Mod 1

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.

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Mk 18 Mod 1 with Crane stock, vertical foregrip, and folding sights - 5.56x45mm NATO
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A tactical operator observes his Mk. 18 before preparing for some high-intensity training. He's so tactical that sights aren't necessary.
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The rifle's other side, which gives a good view of the aftermarket handguard's distinctive vent holes.
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A look at the fire selector, which has 3 positions: safe...
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...semi...
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...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.
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Tactically loading in a 30-round magazine.
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Pulling back the charging handle, using a tactical technique.
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Tactically aiming, using the aforementioned high-level tactical "lack-of-sights" method...
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...and firing a few bursts. Tactically.
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Following 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.
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He 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.
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"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..."
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"...or two..."
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While 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...
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...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.
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"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!"
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"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."
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"Good, now that he's gone..."
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"...I can finally get to business."
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Taking full advantage of the currently-loaded Beta-C drum magazine, and sending out a few (dozen) 3-round bursts.
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"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.

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SIG SG 550 - 5.6x45mm NATO
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Reaching over to fetch an SG 550...
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...before taking a good look at it.
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Loading in a 30-round magazine. These were added with the rifle, and are fully interchangeable with the 20-rounders from the earlier-added SIG SG 552 below.
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"Hey, wanna see a magic trick?"
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"Bipoddus extendus!"
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Setting the telescoping-legged bipod down on a range booth table.
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Aiming through an Aimpoint Micro T1 sight that found its way onto the rifle, along with a vertical foregrip and a few rail covers. Funny how that works, isn't it.
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"Oh, so that's why it wasn't working."
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"So now it should fire, right?"
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"Wrong."
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With all of that sorted, the SG 550 can finally do what it was brought here to.
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Releasing the locked-back bolt of the 550, now somewhat-redundantly fitted with a set of Magpul's MBUS irons. "Somewhat" being the key word here; the in-game SG 550 has a front sight, but no rear sight to line it up with.
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Firing some more shots, whilst looking through the now-attached M145 MGO (Machine Gun Optic)...
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...and a few more through a conveniently-present set of canted backup iron sights.

SIG SG 552

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.

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SIG SG 552 - 5.56x45mm
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Spotting an SG 552 on a table...
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...and picking it up.
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Taking a good look at the Commando 552.
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The SG's other side, which shows off the charging handle.
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Loading in a 20-round magazine. With how quickly it fires, the SG 552 goes through these rather quickly.
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Giving the charging handle a pull.
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A closeup of the selector, which has options for safe...
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...semi-auto...
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...three-round burst...
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...and full-auto.
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Deciding upon the latter, Mr. Invisible takes aim at a target...
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...and fires.
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After realizing that the note from 8 screenshots ago is, in fact, true, Mr. Invisible performs an AK-esque tactical reload. The specific technique seen here (hitting the magazine release with the new magazine facing sideways, and often going more up than forwards) is common practice in H3, as it minimizes the risk of hitting one's controllers together.
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Update #46's rail-equipped version of the SG 552, seen here in an updated version of a familiar setup.

Steyr AUG A3

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.

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Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm
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A look at the left side of the AUG reveals a pretty well-done replica of the real steel. Or rather, real plastic, considering the nature of the majority of the AUG's body.
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Loading in a fresh 30-round magazine, which is a solid brown color; the real weapon's magazines are normally translucent.
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Pulling back the charging handle...
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...and locking it into its notch. This functionality wasn't present on the AUG when it was first added, but it was made possible in Update #52.
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Doing this allows for the rather odd use of an "HK Slap" on a weapon that isn't actually made by HK.
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"Aiming" the rifle, which immediately reveals a lack of any actual sights.
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This, of course, doesn't stop anyone from dumping all the rounds out of the magazine anyway.

Sturmgewehr 44

The famous StG 44 was added to the game in Update #48.

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Sturmgewehr 44 - 7.92x33mm Kurz
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Taking a good look at the Sturmgewehr's model. Like the rest of the weapons in H3, it is of excellent quality.
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The other side of the StG.
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Lining up a fresh 30-round magazine of 7.92x33mm Kurz ammunition.
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Pulling the Sturmgewehr's charging handle reveals that the dustcover actually pops up. If one so desires, they can manually push it back into place.
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Switching off the safety. The fire selector is the button above it, currently pushed to the left for semi-auto. Also note the "MP44" marking above the charging handle slot; this was one of 4 different ways the weapon could've been marked, along with the prior "MP43" or "MP43/1", and the later "StG44" markings.
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Aiming the rifle...
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...and opening fire.

Rifles, Carbines, & Battle Rifles

Bendix-Hyde 2nd Model Light Rifle

The second version of the Bendix-Hyde Light Rifle, a prototype entered into the US Light Rifle Program trials, was made available in Update #52's 11th alpha build.

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Bendix-Hyde Light Rifle (2nd Model) - .30 Carbine
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Jamming a magazine into the carbine...
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...before taking a good look at its... interesting proportions.
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The Hyde's other side, which shows off the charging handle. This was one of the many things changed from the first variant; that one had a non-reciprocating charging handle, which the testing board requested to be changed, citing a need to be able to manually force the bolt closed if necessary.
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Speaking of the charging handle, it's high time for it to get pulled.
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Turning off the safety, which is a piece inside of the trigger guard, rather reminiscent of the M1 Garand (or, for that matter, the M1 Carbine that defeated the Hyde in trials).
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Looking through the Hyde's rear aperture sight...
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Firing a shot, thankful that doing so doesn't cause it to transform into a Jekyll Carbine.
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"Y'know, just because one of the complaints about the 2nd model was that it was less accurate than the first, does not mean that it's okay to do that."

Beretta Cx4 Storm

The Beretta Cx4 Storm semi-auto carbine is available in-game, added in Update #20; it was, until the release of Update #52, permanently fitted with a foregrip. It is correctly capable of sharing magazines with the Px4 Storm added in the same update, as well as the M9A1 added earlier and the Mx4 Storm added later.

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Beretta Cx4 Storm - 9x19mm Parabellum
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A Cx4 Storm rests on a table. Not much else to say here.
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Loading a magazine into the carbine.
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His weapon loaded, Hick-not45 proceeds down range with his Cx4, determined to get a hit on the gong.
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He then remembers to pull the charging handle.
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Firing the Cx4; the bullet trails demonstrate one of H3's interesting mechanics: the ballistics system. The system assigns a material to every object in the game, and has rounds react accordingly; in this case, the FMJ 9x19mm rounds pierce through this wooden post, and are redirected this way and that in the process.
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A close-up shot of the Cx4's foregrip; not only did Update #52 remove this, but it also removed the rail system it's attached to.
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With that, Hick-not45 sets the carbine back on the table, and moves on.
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The sights of the Cx4, in a far more demure setting.

Brügger & Thomet APC45 Carbine

Update #61 added a pair of Brügger & Thomet APC-series pistol-caliber carbines, one of which is an APC45. This is possibly the APC45's first known appearance in any form of media.

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Brügger & Thomet APC45 Carbine - .45 ACP
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Brügger & Thomet APC9 SMG - 9x19mm Parabellum. Image provided to show the collapsible stock seen on the in-game APC45.
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Loading a magazine into the APC45...
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...and pulling the charging handle.
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Examining the carbine; note the 2-position fire selector.
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The other side, giving a good view of the collapsible stock. While not as commonly seen on the carbines, the collapsible stock is interchangeable with the side-folder, so such a configuration is entirely possible.
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Attaching a red-dot sight, in an attempt to appease the benevolent gods of reference images.
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Plus it makes aiming easier.
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Firing off a round.
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Collapsing the stock...
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...which fits nice and flush against the back of the receiver.
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Doing this allows the APC45 to be used as a pseudo-pistol.
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Note the word choice: it allows the APC45 to be used as a pseudo-pistol. It does not make doing so easy.

Brügger & Thomet APC9 Carbine

To compliment the APC45, Update #61 added the more commonly-seen Brügger & Thomet APC9, also in semi-auto carbine form.

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Brügger & Thomet APC9 Carbine - 9x19mm Parabellum
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Brügger & Thomet APC9 SMG - 9x19mm Parabellum. As above, image provided to show the collapsible stock seen on the in-game APC9.
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The left side of the carbine...
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...and the right side. Without the magazine, the APC9 is nearly indistinguishable from the .45 version.
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Bringing the magazine into the equation makes the difference relatively clear. These 32-round magazines are interchangeable with those of the Brügger & Thomet MP9, which makes sense, considering that they're made by the same company.
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Giving the reciprocating charging handle a nice, solid tug.
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Fiddling with the collapsible stock.
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Flipping up the front sight...
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...and the rear one.
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The APC9's selector switch; the civilian carbine versions have only safe and semi-auto positions, while the SMG variants have a 3rd full-auto position around the 8 o'clock position relative to the pivot, denoted by 3 red dots (see the 2nd reference image).
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The aforementioned semi-auto position.
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A view through the carbine's flip-up irons.
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Another view of the same, this time just after firing.

Bushmaster ACR

Added in Update #58, the Bushmaster ACR is, unusually for a video game, correctly treated as a civilian semi-auto rifle, rather than the select-fire assault rifle that most games depict it as.

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Bushmaster ACR - 5.56x45mm NATO
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In an act of defiance against the reference image, our invisible operator loads his ACR with a 30-round USGI-pattern metal STANAG, rather than the image's PMAG.
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Plus the game doesn't have any PMAGs yet.
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Well, making do is all we can.
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Pulling the charging handle; interestingly enough, H3's ACR has its reversible charging handle set on the right side, in an ideal position for a left-handed user.
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Taking a close look at the fire selector...
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...which has two - count 'em! - settings: safe, and semi-auto.
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It also has zero - count 'em! - sights by default.
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Once again, there's nothing to do but make do.

Custom AR-15

Update #59's ninth alpha added a custom AR-15 carbine, with a short barrel and PDW-type collapsible stock. Being a civilian rifle, it fires exclusively in semi-auto. Update #61 added another custom AR, this one a full-length rifle, known as the "Bubba-15".

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North Eastern Arms NEA-15 PDW - 5.56x45mm NATO. Similar (though not identical) to the rifle in-game.
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Admiring the AR. 200 extra dollars and 9+ months of waiting well spent.
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Loading in a 10-round magazine, for legality's sake, before irritatedly remembering that most states with magazine capacity restrictions have a total moratorium on SBRs anyway (SBR standing for Short-Barreled Rifle, a term used in the context of US firearms laws to refer to any firearm with a stock and a rifled barrel shorter than 16 in (40.6 cm), or a front-to-back overall length under 26 in (66 cm); under the National Firearms Act of 1934, these require registration with the Bureau of Alcohol, Tobacco, Firearms, and Explosives, with a $200.00 fee, though some states simply prohibit them outright).
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"Well, if they're going to come for my dogs, they're going to have to go through me first."
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"That might be a problem."
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Alleviating the aforementioned problem, by attaching an Aimpoint red-dot sight.
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Aiming...
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WE ARE EXPERIENCING TECHNICAL DIFFICULTIES; PLEASE STAND BY.
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...and firing.
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Remembering that funny little thing called "eye relief" exists, our heroic dog-defender extends his rifle's stock.
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There we go, much better.
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Firing again, this time without any risk of objective lens-related eye injuries.
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Dumping out the empty magazine. 10 rounds lasts longer than you might think, but not as long as you'd like it to.

"Bubba-15"

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Attempting to stick a magazine into the trigger guard; Bubba isn't known for his hand-eye coordination. After all, he only has one of the latter and one and half of the former.
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Still, depth perception isn't needed for drooling over a bronze-coated bolt carrier.
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Or any of the rifle's other aftermarket components, for that matter.
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Getting back to standard Bubba business, and pulling the charging handle.
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Flipping the selector, from "Safe"...
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...to "this is still a civilian rifle, what'd you think its fire modes would be".
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Extending the stock.
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Attempting to aim...
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...before remembering that, of course, no expensive rifle is complete without an expensive optic.
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There, much better!
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Firing the rifle.

CZ 858

The last of Update #59's SA vz. 58 variants is a synthetic-stocked CZ 858 civilian sporter rifle.

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CZ 858 with polymer furniture - 7.62x39mm
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Looking over the CZ 858.
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The rifle's other side. As one might expect, it's more or less the same as the standard vz. 58 from an aesthetic perspective, barring the fire selector and furnishings.
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Loading a 10-round magazine into the 858. While thematically appropriate, the 10-rounder isn't the only available option; standard 30-rounders work just fine.
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Pulling back the charging handle.
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Aiming the rifle... poorly.
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Firing the rifle in spite of this fact, with groupings to match.
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While there aren't many perks to using a 10-round magazine on a rifle such as this, one among them is the ability to fully top it off with a single stripper clip.
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Letting the bolt slam back into battery.

DRD Tactical Paratus P762

Update #58's collection of modern firearms included a DRD Tactical Paratus P762, a Gen 2 model to be exact.

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DRD Tactical Paratus P762 (Gen 2) - 7.62x51mm NATO
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Admiring the P762. It's got all the bells and whistles, except, y'know, a trigger.
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The other side, which shows off a bolt so shiny that it caused the spontaneous appearance of letterboxing.
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Loading in a 20-round Magpul PMAG.
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Pulling the folding charging handle. This is one of the improvements of the Gen 2 model; the first-generation model has a more traditional round knob instead.
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As with many of H3's rail-topped firearms, sights must be attached manually.
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Unless that's just not your style.
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"Oh? What might this be?"
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"Oh, okay."
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Unfortunately, mounting the rifle doesn't fix the "lack-of-sights" issue.
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At least it helps with the recoil.
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And just like that, the gun's empty.
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A P762 fitted with a scope and suppressor, serving as an ersatz DMR.
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Looking through the rifle's scope at an attacking Turburgert, one of many defending the Pacification Squad's checkpoint. This particular one is of the "Flak" variety (as evidenced by the shotgun-style cluster of projectiles flying towards the screen); there are also standard bullet-firing versions, "Suppressive" versions (which fire a 3-round salvo of flashbang grenades), and flame-throwing versions.

FightLite Raider

The FightLite Raider, a civilian semi-auto AR-15 "pistol" (i.e. legally considered a pistol by US gun laws, but not really a pistol from a technical or logical standpoint) based on Ares' traditionally-stocked SCR lower, makes its media debut in H3's 58th update.

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FightLite Raider - 5.56x45mm NATO
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Taking a look at the downright bizarre concept that is the Raider.
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The right side, which is just as strange as the left.
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Loading in a 10-round magazine, for maximum legal compliance.
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Pulling back the charging handle; as with the game's other AR variants, the dust cover correctly pops open.
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"Aiming"; the top rail can be used to mount irons or optics, but doesn't come with any by default, not that a stockless rifle with the ergonomics of a flintlock pistol is something that one expects terribly good accuracy out of, anyway.
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Firing the Raider. Being a short-barreled rifle in every sense except that of the law, the Raider produces a suitably impressive muzzle flash; however, this isn't exactly something that can be captured well in a still frame.
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Removing the now-empty magazine; while these drop free from most AR-pattern rifles, the Raider's grip is too far back for the magazine release to be accessible with the firing hand, so the magazine has to be removed manually.
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Furthermore, while the bolt does lock back, the Raider doesn't actually have a bolt release.
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As such, the bolt must instead be returned to battery with a quick tug of the charging handle.
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As if the whole situation wasn't strange enough already, the Raider in-game is compatible with all of the stocks that can be attached to actual handguns, allowing for the creation of odd-looking carbines like this.

FN FAL

Update #54 brought along the much-desired FN FAL battle rifle.

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FN FAL "G Series" - 7.62x51mm NATO. Similar to the one in-game.
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The right side of the Right Arm of the Free World...
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...and the left side.
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Loading in a 30-round magazine, of the type more commonly associated with the FAL's support weapon variants, such as the FALO and C2A1. 10- and 20-round magazines are available as well.
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Pulling the charging handle.
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Flipping the selector off of "S"...
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...and onto "R".
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Peering through the FAL's distinctive aperture sights.
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Firing off a shot.
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Remembering something about the FAL that many games tend to forget: the selector has a third position, "A".
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"A" for "Awesome". Presumably.

FN SCAR-H

The FN SCAR-H is one of the available firearms in-game, added with the release of Update #32. Update #39 gave the SCAR a rail extension that goes past the front sight.

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Third Generation FN SCAR-H Long Barrel - 7.62x51mm NATO
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Loading a magazine into the SCAR.
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Pulling back the charging handle, and chambering a 7.62x51mm round.
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Taking a look at the SCAR's model, which shows off its well-done details.
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The SCAR-H is happy it is painted a nice, consistent black, as opposed to its mis-matched little brother.
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Extending the stock...
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...before folding it.
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Looking through the rifle's larger aperture sight. As with the SCAR-L, there is a smaller, more precise sight available as well.
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Letting 7.62mm round fly.
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If 20 rounds isn't enough, an X-Products 50-round drum magazine is also available.
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Furthering the SCAR's customization, with the aid of an Aimpoint red-dot sight and corresponding 3-power magnifier.
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The above combination results in this sight picture.
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The increased magnification is nice, but it does have the downside of exaggerating vertical recoil, something which the SCAR-H doesn't exactly have a shortage of.
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The post-Update #39 version of the SCAR, complete with rail extension.

Galil ARM (7.62x51mm)

The 7.62x51mm variant of the Galil ARM, complete with functional bipod, was added in the first Meatmas update. Until Update #52 (more specifically, its 6th alpha build), the Galil was permanently fitted with a side-mounted bracket scope mount; this was replaced with a Soviet-style side dovetail mount in the update.

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IMI Galil ARM - 7.62x51mm NATO
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The Galil in its earlier, rail-afflicted state.
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Reaching up near the forend...
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...and unfolding the bipod.
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Setting the rifle down results in a familiar-looking sight.
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Taking a look through the Galil's sights, after reminding it of the oh-so-easily-forgotten concept called "gravity".
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Unfortunately, the rail mount takes the opportunity to ruin this.
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YES! Perfect! Not a rail in sight!
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Well, apart from that one.
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Loading in 25-round magazine.
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Racking the charging handle, in a manner that does not take any advantage of the newfound freedom of the handle's vertical extension.
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Still, what better way to say "bing, bong, the rail mount's dead" than to fire irresponsibly and indiscriminately?

Heckler & Koch G3A3

Rounding out Update #54's selection of Cold War-era classics is the Heckler & Koch G3A3.

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Heckler & Koch G3A3 - 7.62x51mm NATO
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Loading the G3 with a 20-round magazine.
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Admiring the beauty of this steel-and-plastic work of art.
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Pulling back the charging handle...
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...pushing it up into its locking recess...
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...and giving it a hearty slap.
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Aiming through the G3's sights.
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Letting some 7.62x51mm rounds fly.
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"It's nice and all, but I really wish that it had the classic diopter aperture sight."
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"On second thought..."
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Removing an empty magazine from the G3...
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...before unsuccessfully attempting to create an R91.

Lee-Enfield No.4 Mk.I

The Lee-Enfield No.4 Mk.I, the standard rifle of the British Army and the armies of the Commonwealth during the Second World War, was added to H3 in Update #52.

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Lee-Enfield No.4 Mk.I - .303 British
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A good closeup view of the No.4's action.
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Loading the rifle with the first of two 5-round stripper clips.
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Sending the bolt into battery, and a .303 round into the chamber.
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Raising the rifle.
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Taking aim at the target. In the period between this shot and the previous one, the safety was turned off.
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Ejecting a spent casing.
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To maximize the weapon's rate of fire, one can use this... interesting technique.

Luger Carbine

The last of the 3 Update #52 Luger variants is a rare full-stocked carbine.

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Luger Model 1900 Carbine - 7.65x21mm Parabellum
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Admiring the Luger Carbine. If it's good enough for Kaiser Wilhelm, it's probably good enough for you.
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Loading in a full magazine of 9x19mm.
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A quick check reveals that the stock is, in fact, detachable; this is one of many new mechanics and features coming in Update #52.
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Chambering a round.
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Taking aim with the carbine, sans stock.
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Firing a round at the target.
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"Well, that was a terrible idea."
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After realizing the mistake of doing without, the carbine is fired properly - that is, with a stock attached.

M14

The M14 Rifle is one of the firearms added to the game in the first Meatmas update. The release of Update #42 gave the weapon the ability to use 10-round stripper clips. Update #58 replaced the model; while good, the original model had some dimensional issues that complicated parts interchangeability, which necessitated its removal.

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M14 rifle - 7.62x51mm NATO
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Loading the M14 with 20 rounds of Seven-Six-Two millimeter, Full Metal Jacket.
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Admiring the rifle. There are many like it, but this one is... nobody's.
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Pulling back the charging handle reveals the aforementioned rounds.
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Aiming the rifle...
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...before remembering one little detail:
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The safety.
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With that, the business of using the gun - the one for killing, that is - can proceed as planned.
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Locking back the bolt (ejecting a round in the process)...
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...topping the M14 off with a stripper clip...
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...and letting the bolt slam back into battery.
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Loading up the new M14.
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Pulling back the charging handle.
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An attempt to admire the rifle is rudely interrupted by the emergence of a new foe: letterboxing.
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"BEGONE, FOUL DEMON!"
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The unholy abomination dealt with, business as usual can continue - business such as aiming the M14...
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...and firing it. The new M14 is just as uncontrollable in full-auto as the old one.

M14 DMR

As a companion to the classic wood-stocked version, the M14 in its military DMR configuration was included in the first Meatmas update. Unlike the earlier rifle, it cannot use stripper clips, as its scope mount blocks the action. Being from the same modeler as the original M14 (and being based around the same receiver and barrel group, complete with compatibility-complicating dimensional issues), the M14 DMR was also removed in Update #58; unlike the standard M14, however, no replacement model was added.

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M14 Designated Marksman Rifle in McMillan M2A stock and with a Harris bipod - 7.62x51mm NATO
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An M14 DMR lying on a table.
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The more things change, the more they stay the same.
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Loading in a Vietnam-style 40-round magazine; this is more or less just two 20-rounders welded together.
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Pulling the charging handle, which gives an excellent view of the scope mount.
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If you want an even better view, all you have to do is try to aim.
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Knowing that the lack of usable sights removes any chance of hitting anything anyways, the Scopeless Sniper says "eh, screw it" and unloads his DMR in full-auto.
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"Well, that's all she wrote."

M1 Carbine

Update #48 added the M1 Carbine. It is a late-war/post-war model (with a bayonet lug and adjustable aperture sights), and can accept either 15-round or 30-round magazines of .30 Carbine. Update #51 made a variant with a permanently-attached M84 scope available as well; Update #52 replaced this with an attachable version of the scope.

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M1 Carbine (late-war/post-war) - .30 Carbine
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"Wait, where does this thing go again?"
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"Oh, okay. Yeah, that makes sense."
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Admiring the M1 Carbine.
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The Carbine's sights. They're a bit small, but quite usable.

M1 Garand

Along with the Luger P08, the Nagant M1895, and the Webley Mk VI, the M1 Garand was added to the game with Update #47.

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M1 Garand - .30-06 Springfield
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An M1 Garand lying on a table, with an en-bloc clip next to it. The red beam coming from the controller is a grab-laser; the red color indicates that it is pointed at something that isn't grabbable, like, in this case, the table.
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Admiring the left side of the Garand...
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...and the left.
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Pulling back the Garand's bolt, which is correctly depicted as rotating.
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Locking open the M1's action. Initially, this required a manual action, similar to some of the game's other firearms with manual bolt hold-opens; this was later corrected to reflect how the M1 simply locks open on its magazine follower whenever it isn't loaded.
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Loading an en-bloc clip into the M1. Due to engine limitations, the angle that the game allows for this action to be performed at is, shall we say, generous.
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Taking a look at the rifle's distinctive safety switch, located inside the trigger guard.
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Turning the safety off, with a satisfying *click*.
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Aiming the M1; the aperture sights are simple, clean, and easy to read.
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Letting some .30-06 rounds fly.
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Of course, what is a Garand without the "PING"?

M1D Garand

Update #51 brought along the M1D variant, fitted with an M84 scope. It was later removed in Update #52, with its replacement being an attachable version of the M84 scope for the M1.

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M1D Garand - .30-06 Springfield. Note the M37 slotted flash hider; the one in-game has the earlier conical variant.
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A side-on view of the M1D Garand. Note that the safety is currently on, as is standard for freshly-spawned weapons in H3.
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The opposite side of the M1D, which shows how the scope doesn't seem to be properly attached to the rifle's barrel.
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Looking through the M84 scope, which has a rather distinctive one-and-a-half-line reticle.
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The M1D's scope is mounted off to the left side of the rifle to allow for the loading and ejection of en-bloc clips; one of the side effects of this is the ability to use the rifle's iron sights, as shown here.
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Leaning the rifle against a wall, which gives a good view of the distinctive early-pattern conical flash hider.

M2 Carbine

Along with the M1 Carbine came its select-fire relative, the M2 Carbine. The M2, like the M1, has the late-war pattern of sights and a bayonet lug. It also has a metal heat shield; this was likely both due to the increased amount of heat that the M2 is likely to produce, and to make the M2 more visually distinctive. As with the M1, the M2 gained a variant with an M84 scope following Update #51; also like the M1, this variant was removed, and replaced with an attachable version of the M84 scope.

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M2 Carbine (with sling and 30-round magazine) - .30 Carbine
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M1 Carbine with heat shield - .30 Carbine. Image provided to show the metal heat shield used on the in-game M2.
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The M2 Carbine, complete with 30-round magazine.
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Taking a look at the M2's metal heat shield. Note also the bayonet lug and adjustable sights, confirming both this and the M1 (which also has these features) to be late-war models.
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Letting the M2's charging handle drop into battery after pulling it back.
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Manipulating the Carbine's safety. This control is the same on both the M1 and the M2.
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This one, however, isn't. This is the fire selector of the M2 Carbine, currently pushed forward for rock n' roll.
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Opening fire with the M2.
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One quick mag change later, a quick tug of the charging handle to release the bolt is merited, seeing as it locks open when the weapon runs empty.
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An M2 Carbine with an M84 scope attached. An unlikely combination, but not an impossible one by any means.
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Looking through the M84 scope at a paper bullseye target.

M1903 Springfield

Update #52's 10th alpha build added a transitional-variant M1903 Springfield rifle to H3.

Screenshots courtesy of Reddit user Shubishu.

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M1903 Springfield (interwar transitional) - .30-06 Springfield
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An M1903 Springfield and a 5-round stripper clip on a table, inside the Sniper Range. Competition-oriented rifle or not, iron-sight sniping is a daunting task.
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Examining the Springfield. The barrel-mounted rear sight, straight-wristed stock, and lack of grasping grooves in the forend peg this rifle as a somewhat more seldom-seen transitional model, manufactured between the WWI-era original and Mark I variants, and the later M1903A1.
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The other side. Note the interesting pattern of the stock's wood grain; this mis-matching could possibly indicate that the rifle was repaired at some point in its lifetime, possibly a personal restoration of a sporterized surplus rifle to its former glory.
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Opening up the action.
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Then, in a surprise plot-twist, the stripper clip that showed up a few screenshots ago turns out to be incredibly important to the central plot! This shocking twist surprised... absolutely nobody.
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Disengaging the Mauser-type flag safety, common to rifles of the era. It especially makes sense on the Springfield, since it is, for all intents and purposes, a Mauser-pattern rifle.
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Aiming the M1903; being designed in substantial part for long-range competition target shooting, the M1903's sights are small and precise. This is nice and all for long-range shooting, but can be a bit tricky to use for closer, faster shots.
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Putting an end to the squint-fest of aiming by firing off a shot; note that the striker, previously off of the bottom of the shot, is now in full, plain view.
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Observing the damage done to the targeted watermelon whilst cycling the rifle, preparing for another.

M1941 Johnson

The eleventh alpha build of Update #52 included an M1941 Johnson rifle (not to be confused with the M1941 Johnson machine gun).

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M1941 Johnson - .30-06 Springfield
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The left side of the Johnson...
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...and the right side.
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Loading the rifle with a 5-round stripper clip.
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Pulling back the charging handle, and letting Betsy's bolt slide into battery.
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Entirely failing to aim the Johnson. You're going to need to do better than that if you want to earn a Medal of Honor.
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Firing off a shot.
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Sure, there might be plenty of jokes to make about this, but we're not going to make any, because this is a family website.

MAS-49/56

The MAS-49/56 is one of the available firearms in-game, added in the first Meatmas update. Upon its addition, it was chambered in 7.62x51mm NATO (a non-factory chambering, but a common (if unethical) practice among many civilian owners); Update #42 changed this to the appropriate 7.5x54mm French, and gave it the ability to use 5-round stripper clips. Added with the rifle was an APX L806 3.85-power scope, unique to the MAS.

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MAS-49/56 - 7.5x54mm French
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A good look at the MAS-49/56.
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The other side, which shows off the trigger group and interesting plastic-encased charging handle.
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Loading in a magazine. The MAS-49/56 doesn't have a magazine release; the release button is located instead on the magazines themselves.
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Racking the charging handle, and taking a good look at the rounds in the magazine.
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Peering through the rear sight at the front one, as is tradition.
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Cracking off a shot.
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Reloading the rifle with a stripper clip.
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Releasing the bolt, and getting back to business.
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"I mean, the irons are okay, but maybe I could try something different...?"
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The L806's unique mount, which works based on a set of dovetail rails on the side of the receiver, similar to some Soviet scope mounts.
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Also Soviet-esque is the reticle, which looks rather like that of a PU scope.

Mauser Karabiner 98 Kurz

Update #52 brought along a Karabiner 98k, furthering the game's collection of World War II-themed weaponry.

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Karabiner 98k - 7.92x57mm Mauser
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A clear look at (most of) the K98k. Note the earlier-pattern stock nosecap and cleaning rod, showing that this is an earlier-pattern rifle, and not the later "Kriegsmodell".
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The other side of the rifle, with the bolt open.
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Loading the rifle with a 5-round stripper clip.
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Chambering a 7.92mm round.
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Aiming the rifle...
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...and remembering to turn off the safety. The color of the target is conspiring with the picture's resolution to make the front sight hood virtually invisible.
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Ejecting a spent case. One down, 4 more to go.

Mauser M1917 Trench Carbine

The last of Update #52's C96 variants is a rare M1917 Trench Carbine, a variant developed (but not issued) during World War 1 for German sturmtruppen. The weapon in-game is incorrectly chambered in 7.63x25mm Mauser, rather than the correct 9x19mm Parabellum.

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Mauser M1917 Trench Carbine - 9x19mm Parabellum
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Examining the Trench Carbine. Note the distinctive slab-sided lower frame, and that the magazine well is thinned down to the point of being flush with the receiver, presumably so that the thinner 7.63mm magazines can fit in. Also note how much longer the in-game barrel is compared to the real weapon.
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Loading in a 10-round magazine. Due to the incorrect chambering, these are interchangeable with the variants below, and come in 10-, 20-, 30-, and 40-round varieties.
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Pulling back the bolt.
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Taking aim at a bullseye through the M1917's iron sights.
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Firing a shot; as one would expect from a pistol-caliber carbine, this doesn't produce much recoil.

Mosin-Nagant M38 Carbine

First seen in the Alpha 1 build of Update #52, the Mosin-Nagant M38 Carbine is available for use in H3. Amusingly enough, it is found near the trashcans in the scenes available in the build, referencing one of the Mosin's unflattering nicknames, The Garbage Rod.

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Mosin-Nagant M38 Carbine - 7.62x54mmR
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Opening a loot crate in Take & Hold mode reveals a Mosin, and a 5-round stripper clip. With the exception of some bugged instances, weapons in Take & Hold generally spawn with some form of appropriate ammunition. Granted, "appropriate" ammunition does include things such as 5-round magazines for assault rifles, and shotguns with confetti-filled shells.
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Opening the Mosin's action.
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Loading the rifle up with 7.62x54mmR rounds, with the aid of the aforementioned stripper clip.
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Chambering the first of the rifle's 5 rounds, and heading off to battle.
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Sighting up a Weinerbot.
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The threat to the motherland dealt with appropriately, our invisible Red Army soldier (or possibly /k/ommando) cycles his rifle, and ejects a spent casing.
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Following the discovery that Weinerbots don't terribly like it when you try to take their points, our protagonist finds himself face-to-face with a bot that clearly doesn't understand the meaning of the phrase "personal space", and decides to teach him a copper-jacketed lesson.

Mosin-Nagant "Obrez"

Update #52's twelfth alpha brought along a sawn-off version of the Mosin, a configuration commonly referred to as an "Obrez" (Russian for "cut"). The entire stock is removed, and replaced with a homemade wooden pistol grip.

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Mosin-Nagant M91/30 "Obrez" - 7.62x54mmR. Similar to the one in-game.
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Well, it might be snowy, but at least it's not Stalingrad.
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Probably.
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The absence of a stock shows off something interesting about the in-game Obrez:
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The trigger group is fully-functional, and all its parts move when the trigger is pulled.
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Opening up the truncated Mosin's action...
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...loading in a 5-round stripper clip...
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...and sending the 1st of those rounds into the chamber, which constitutes more or less the entire barrel at this point.
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"Aiming"; of course, considering the fact that both the front and rear sights are mounted on the now-near-nonexistent barrel, this is more a formality than anything else.
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Ejecting a spent casing from the Obrez.
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A little bit of this...
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...and a little bit of that...
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When Lovecraft spoke of something so innately wrong that it could drive men to insanity just by looking at it, one has to wonder if this is what he was referring to.

Quackenbush 1886

Update #56, AKA the 2018 4th of July Update, included an 1886 Quackenbush "Bicycle Pump" single-shot .22 rifle. Along with the Ruger 10/22 below, the Quackenbush marked the first addition of a firearm chambered in .22 Long Rifle since the addition of the Ruger Mk III back in Update #5.

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Quackenbush 1886 "Bicycle Pump" rifle - .22 LR
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The Quackenbush. Yes, that's its real name.
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Opening up the Quackenbush's side-pivoting breechblock.
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Loading in a .22 Long Rifle round; the red tip pegs it as a tracer.
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Flipping over the now-closed Quackenbush...
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...and cocking the striker.
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Lining up the simple notch-and-blade sights of the Quackenbush. That's just fun to say. Quackenbush, Quackenbush, Quackenbush...

Remington Model 700 VTR

While not physically present in-game, a Remington Model 700 VTR with a bipod appears on the item spawner's instruction panel as an example of a bolt-action rifle.

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Remington Model 700 VTR - .308 Winchester
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The M700 VTR on the instruction panel. Note the affixed bipod; it appears that the image above was used as a reference.

Remington Model 8

Update #42 added a Remington Model 8 in .35 Remington, fitted with a rear tang-mounted peep sight. Notably, it is able to make use of stripper clips, which were added in this update. Update #46 added a short-barreled variant, which was then removed in Update #52 due to the inherent issues with cutting down the barrel of a long-recoil-operated rifle.

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Remington Model 8 - .35 Remington
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A good look at the Model 8's, er, model. Note the dust cover/safety, which is currently off.
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Loading some .35 Remington rounds into the weapon's 5-round integral magazine.
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A view through the sights of the Model 8. Nice, clean, and open.
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Loading the weapon again, this time with a stripper clip.
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The cut-down variant of the Model 8.
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Loading the shortened version of the rifle, with the aid of a stripper clip.

Remington Model 81 Special Police

The eleventh alpha build of Update #52 added a Remington Model 81 Special Police, an updated version of the earlier Model 8 capable of using detachable magazines. As with the in-game Model 8, the Model 81 is chambered in .35 Remington in-game.

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Remington Model 81 Special Police - .35 Remington
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Loading a 15-round magazine into the Model 81.
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Flicking off the safety...
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...before pulling back the charging handle, and sending a .35 Remington round into the chamber.
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Examining the rifle; its semi-pistol-grip stock distinguishes it from an earlier Model 8 fitted with a Peace Officer's Equipment detachable magazine conversion kit.
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Taking aim; the Model 81 uses a rear tangent sight mounted on the barrel shroud, as opposed to the tang-mounted aperture sight of the in-game Model 8.
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Interestingly, the fact that the Model 81 has a detachable magazine doesn't stop it from using the same 5-round stripper clips as its predecessor.

Ruger 10/22

Update #56 (released July 4, 2018) added a synthetic-stocked Ruger 10/22. Along with the aforementioned Quackenbush, the 10/22 was the first .22 Long Rifle-chambered firearm in H3 since Update #5's Ruger Mk III.

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Ruger 10/22 - .22 LR
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Examining the 10/22. The brightly-polished finish provides an interesting contrast with the matte black polymer stock.
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The rifle's other side. Note the line on the forestock; this denotes the rifle as a takedown (i.e. capable of being split in half for easy transport) model.
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Loading in a 10-round rotary magazine.
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Pulling back the charging handle.
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Lining up the sights.
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Plinking the target with a few .22 rounds.
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"Sure, 10-rounders are fun and all, but I could really go for something with just a little more...
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...dakka."
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Perforating the target with the aid of 25 .22 tracers.

Sako 85

A .308 Winchester-chambered Sako 85 is one of the available firearms in-game, added in Update #13. Rounding out the update's collection of shortened firearms, Update #46 brought us an Obrez-esque sawn-off Sako.

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Sako 85 Hunter - .308 Winchester
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A Sako 85 sitting on a table. Considering the presence of a grab-laser, it's not likely to stay there for long.
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And indeed it doesn't, as evidenced by this close-up shot.
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The Sako with its action open; since the magazine is detachable, removing just leaves a gaping hole underneath the bolt.
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As with most of H3's firearms, the Sako can be chamberloaded.
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Doing so would (at the time of this screenshot) place the round into the chamber directly; Update #52 changed this to instead affix it to the bolt. Both are entirely feasible.
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Aiming; the Sako 85's notch-and-post sights are serviceable, if a bit small.
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Of course, if single-loading isn't fast enough for you, there is another way...
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...that way being H3VR's patent-pending Speed-Shooting Technique! Guaranteed to double your fire rate and your group size! Order now! (Rifle sold separately).
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Having successfully hit the gong, Hick-not45 attaches a scope to his Sako so he can hit that red plate over there.
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Of course, you can't hit a plate without something to hit it with.
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So, seeking to fix this, Hick-not45 opens up his Sako...
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...and chambers a round.
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Taking aim at the plate.
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Realizing just how far away "over there" is, Hick-not45 decides to adjust his scope's magnification. This scope was introduced with the rifle; it is a 3-12x variable-power scope, supposedly made by "Ziel" (according to the markings).
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There, much better.
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Having made his hit, Mr. 45 celebrates by ejecting a spent casing.
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Meanwhile, back in the indoor range, something very bizarre appears to have happened to the Sako.
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Said something seems to have been a severe curtailing of the Sako's, well... existence, really.
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Fortunately, the action still seems intact.
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And if the action's still in one piece, then the gun works.

SKS

The SKS is one of the available firearms in-game (added through Update #18), and is fitted with a Tapco stock and converted to use 20-round detachable magazines. With the release of Update #42, it was granted the ability to use 10-round stripper clips. Update #54 added a classic, non-Bubba'd variant of the rifle, much to the relief of milsurp purists everywhere.

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SKS with aftermarket Tapco Intrafuse Stock System furniture - 7.62x39mm
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Examining the SKS. The bayonet was sacrificed to the benign Tapco gods in the sky; may they spare our milsurps the same fate.
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A more clear look at the rifle, which shows that it, unlike the reference image, has a solid polymer stock. Said stock is a different color than the rest of the rifle. The Tapco gods work in mysterious ways.
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A closeup of one of the rifle's detachable 20-round magazines.
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Loading in the aforementioned magazine.
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Chambering a 7.62x39mm round.
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Making an effort to line up the sights...
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...and letting a round fly.
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Rather amusingly, ejected casings from the SKS go straight up, and fall straight back down, often directly onto the rifle itself, as seen here.
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Doing something with the rifle it was actually intended to do, and reloading with a 10-round stripper clip.
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SKS - 7.62x39mm
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At long last, a classic, vanilla SKS for all of us to enjoy.
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Some might say that vanilla is bland, but at least it tastes better than plastic.
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Locking open the rifle's bolt...
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...pushing 10 rounds out of a stripper clip...
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...and letting the bolt slam into battery.
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Lining up the sights.
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Taking a few potshots at the target.

Springfield Armory M1A SOCOM 16

Update #58 added a SOCOM 16 rifle, with a tan-finished synthetic stock. Like the real weapon (and unlike the game's other M14 variants, presently included or otherwise), it fires exclusively in semi-auto.

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Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
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Loading the SOCOM 16; it comes with a short 10-round magazine by default, though it can also use the normal M14's 20- and 30-round magazines.
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Giving the charging handle a good, solid pull.
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Admiring the SOCOM 16.
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Which, in spite of what the name would suggest, doesn't actually have anything to do with SOCOM.
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Doing something that definitely doesn't qualify as "aiming"...
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...and taking some potshots.
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Old box out.
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New box in.
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A quick tug of the bolt handle...
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...and back to business. A tactical reload for a tactical rifle.

Thompson Carbine

A prototype version of the M1928A1 Thompson submachine gun chambered in .30 Carbine was added to the game in the 11th alpha of Update #52. It was developed for the US Light Rifle Program (which would eventually result in the adoption of the M1 Carbine), but was near-immediately rejected for being too heavy (over 10 lbs (4.5 kg), compared to the stated maximum of 5 lbs (2.3 kg).

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Experimental Thompson "Light Rifle" Carbine - .30 Carbine
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Loading a magazine into the Thompson, at an angle that is unlikely to result in anything good.
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What a beautiful reject. Well, one man's trash is another man's inordinately heavy treasure.
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Pulling back the charging handle.
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Flipping the safety to "FIRE"...
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...and the selector to "FULL AUTO".
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Firing the Thompson Carbine. With a high rate of fire and a 20-round magazine, it runs out of ammo pretty quickly.

Tokarev SVT-40

Update #48 added an SVT-40 to the game, complete with an optional PU scope.

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SVT-40 - 7.62x54mmR
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The SVT-40, lying empty on a table.
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Loading in a magazine.
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Lining up the SVT's somewhat small iron sights.
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Interestingly, the SVT can also use stripper clips; this resulted in the rather bizarre addition of Mosin-Nagant stripper clips prior to the addition of an actual Mosin-Nagant.
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Attaching a PU scope to the SVT-40. Please pay no mind to the fact that it was already attached in one of the earlier screenshots.
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Looking through the PU scope, which has a relatively simple reticle. The thick, bold lines are nice for acquisition, but can be a bit obtrusive.

Winchester Model 1873

The Wurstworld update brought along a Winchester Model 1873 lever-action rifle, chambered in .45 Long Colt (a caliber not initially offered in the 1873, though it is available in modern reproductions; this does make some sense when one takes into account what Wurstworld actually is). 2 variants were initially available (a "Trapper" carbine and a longer short rifle); a "Mare's Leg" sawn-off variant was added later. All of the rifle's variants have buckhorn sights and octagonal barrels.

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Winchester Model 1873 "Trapper" Carbine (Uberti reproduction) - .44-40 Winchester
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The two Winchesters, lying on a table.
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Examining the carbine.
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Loading in some rounds. Visible here is the game's round-palming mechanic; one can pick up multiple of the same type of round in one hand, which creates this orderly, self-advancing stack of cartridges.
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Chambering the first round in the 1873, upside-down.
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Taking aim at a clay pot, which gives a view of the rifle's buckhorn sights.
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Shattering a decanter. Note the red streak to the right of the destroyed hooch-holder; this is a tracer round flying through the air. Tracer rounds are available for nearly all calibers in H3.
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Working the rifle's action, ejecting a spent case and moving on to continue the glassacre.
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Winchester Model 1873 Short Rifle - .44-40 Winchester
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Examining the longer version of the rifle...
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Screen-used Winchester Model 1873 "Mare's Leg" with octagonal barrel, extended lever loop, and case-hardened receiver, used in the movie Wild Wild West.
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...and the shorter one, in a different place and a different time.

Winchester Model 1894

The 2018 4th of July Update (Update #56) added the quintessentially American Winchester Model 1894. It has a 10-round capacity, and is chambered in .44 Magnum (one of the numerous cartridges that the 1894 has been offered in).

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Winchester Model 1894 - .44 Magnum
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Admiring the Winchester's receiver. A thing of true beauty, that's for sure.
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A look at the rifle's other side, which also shows off more of the stock and barrel.
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Loading in some .44 Magnum rounds.
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Chambering one of the aforementioned rounds. Note the pivoting baseplate of the receiver; this feature distinguishes the 1894 from the earlier Model 1892, which was more or less externally identical, but used shorter, smaller rounds; the pivoting baseplate was John Browning's solution to the issue of getting enough action travel distance to chamber and eject longer, larger rounds while maintaining the same receiver dimensions as the 1892.
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Taking aim...
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...and firing a shot, which somehow generates enough force to cause the user's controller outlines to spontaneously appear.
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Deciding to just roll with it, USER_k0wboi ejects a spent case, and readies another round.

Winchester Model 70

A pre-1964 Winchester Model 70 chambered in .30-06 was added in Update #52.

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Pre-1964 Winchester Model 70 w/scope - .30-06 Springfield
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Taking a look at the left side of the Model 70...
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...and the right.
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Loading in some rounds. The red tips on the rounds indicate that they are tracers.
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Aiming the M70, after turning off the safety.
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Cycling the rifle's action, and ejecting a spent case.
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Loading the rifle again, this time with a stripper clip.

Sniper Rifles

Accuracy International Arctic Warfare Magnum

Added along with the Smith & Wesson Model 500 in Update #59's 7th alpha, the Accuracy International Arctic Warfare Magnum is the first (and so far, only) weapon in H3 chambered in .338 Lapua Magnum; it is also the largest-caliber sniper rifle in the game that isn't an anti-materiel rifle.

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Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum
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Admiring the AWM. A timeless classic, since '99.
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Loading in a magazine. While many of H3VR's weapon models are purchased or donated from third-party sources, they are sometimes still modified on the game's end; the AWM is a perfect example of this, as its magazine and well were slightly too short to fit normal .338 Lapua rounds (which is correct; being retrofitted for .338LM rather than designed for it, the AWM's magazine can only fit slightly shorter-bulleted .338 rounds, which are sold specifically for this rifle; the decision to make it work with standard .338 Lapua was made in the interests of gameplay and development simplicity), so game dev Anton Hand had to perform "model surgery", as he put it, to lengthen the magazine and well.
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Chambering a round.
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Realizing that having a bare upper rail is hardly befitting of a rifle that once set a record for confirmed kill distance, but that a long-range scope is equally unfitting for use indoors, our invisible protagonist compromises and attaches a tube red-dot sight.
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Aiming the rifle at a Sosig...
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...and killing the one behind it.
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While there's sadly no bright blue text across the center of everybody's screen announcing this double kill, it's still cause for celebration. And what better way to celebrate than to eject a spent case in the most unnecessarily dramatic way possible?
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Firing a tracer into another Sosig; as is tradition, the "Magnum Sniper Rifle" can kill a full-health, fully-armored enemy with a single well-placed shot to the torso.
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Firing an API (armor-piercing incendiary) round into yet another armored Sosig, producing a suitably impressive shower of sparks in the process.

Barrett M107A1

The Barrett M107A1 anti-materiel rifle is one of the available firearms in-game, added in Update #22. Up until the 2018 4th of July Update and its "M2 Tombstone", the Barrett was the only weapon in the game chambered in .50 BMG.

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Barrett M107A1 with 29" barrel - .50 BMG
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An M107A1 on a table, complete with all the bells and whistles.
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Examining the left side of the rifle...
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...and the right side.
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Comparing one of the M107A1's .50 BMG rounds to a 7.62x54mmR really gives a sense of just how massive a round it is.
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Loading the round back into the magazine...
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...then loading the magazine into the Barrett.
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Taking a close look at the forend, which gives a good view of the barrel recoil springs. It also gives a good view of...
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...the bipod.
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Interestingly, once unfolded, the bipod always points towards the ground, which can be used to create some rather amusing perspective illusions; here, our invisible protagonist decides to teach a marble-sized watermelon the definition of "asymmetric warfare."
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Once mounted, the bipod shows off another one of its interesting traits: the complete and total negation of the effect of gravity on its parent rifle. Also note the extended rear monopod.
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Of course, no long-range AMR would be complete without a sight; this 8-32x variable scope seems a good fit.
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Chambering a round, with a satisfying "ker-CHUNK."
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With that settled, there's only one thing left to take care of:
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The safety.
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Sighting up a watermelon. While a famous man told us what Barretts can do, nobody said what would happen if you were inside said building.
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Only one way to find out...
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The building thankfully still alive and well, a celebration is in order. And what better way to celebrate than to demonstrate an interesting part of the gun's functionality.
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That being the weapon's short-recoil action, which means that the barrel reciprocates a short distance upon firing. This is to facilitate the unlocking of the bolt; the barrel and bolt are locked together and move backwards simultaneously for a short while, then the bolt and barrel separate, the bolt travels back further, and they both return to their locked positions; the period the bolt and barrel spend locked together is long enough for the chamber pressure to lower enough that the spent casing can safely be extracted and ejected without rupturing.
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Raising the scope's magnification to its highest setting, for maximum sightseeing capabilities.
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Aiming for a distant melon.
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Taking the shot...
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...and watching it hit its mark. H3VR has a rather in-depth ballistics simulation system, including distance-based drop and projectile travel time; even the mighty .50 BMG round has a few frames' worth of travel time out at 400 meters.

Izhmash SV-98

Added in the ninth alpha build of Update #59, the Izhmash SV-98 sniper rifle makes its mark in H3 as the game's second Russian sniper rifle, and its first (and, currently, only) bolt-action one.

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Izhmash SV-98 - 7.62x54mmR
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Examining an SV-98, this particular specimen being fitted with a red-dot sight and a side-tilting toggleable magnifier.
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A good view of the rile's distinctive green wooden thumbhole stock.
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Taking a look at an empty magazine; while a relatively-normal looking staggered-column box magazine, it does notably possess an unusual circular hole up at the front...
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...which interfaces with a corresponding metal peg in the magazine well, as seen with this considerably less empty example.
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Chambering a 7.62x54mmR round.
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Taking aim at an oblivious Sosig.
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That target (and several more) down, and it's on to the next.
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Well, looks like it's time to call it a day.

Kimber Model 8400 Advanced Tactical SRC

The Kimber Model 8400 is one of the rifles added in the 2016 Meatmas Update. In keeping with Update #46's theme of shortened variants of existing guns, the Kimber received a rather strange short-barreled variant in this update.

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Kimber Model 8400 Advanced Tactical SRC - .308 Winchester
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While out on a walk in the woods, the Candy Hunter stops to admire his rifle.
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The other side, which shows off the distinctively-shaped bolt handle.
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Loading in a magazine.
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Chambering a .308 round.
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Sighting up his quarry, the Hunter belatedly realizes that he's forgotten something.
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Not that he's going to let that stop him.
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He then cycles his rifle, and goes along his merry way.
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Taking out another oblivious gumdrop, execution-style.
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Well, this is certainly an... interesting contraption.
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Deciding that the rifle just isn't short enough, someone who actually understands that gumdrops aren't huntable game folds the stock.
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Working the action right-handed...
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...and left-handed.

Remington M40A1

Added along with the SV-98 in Update #59's ninth alpha build, the Remington M40A1 helps pad out the game's collection of sniper rifles. The weapon in-game has a woodland camo stock, and is fitted with a standard-issue, non-detachable 10x scope.

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Remington M40A1 - 7.62x51mm NATO
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Examining the M40A1. A small, boxed-in concrete room hardly seems like a good place for a sniper rifle.
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Or, for that matter, for woodland camouflage.
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Ah, well. Sometimes, you've just gotta make do.
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Loading in some 7.62x51mm tracers.
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Chambering a round.
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Taking a look at a Sosig through the M40A1's permanently-affixed scope...
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...before forgoing aiming entirely and just blasting one point-blank. Note the position of the cocking piece compared to the above screenshot; as with many of the bolt-action rifles in H3, the M40A1's striker correctly moves to indicate whether or not the rifle is cocked.
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Cycling the M40's distinctive "cough drop" bolt handle. What's that? Nobody calls it that? Literally nobody has ever called it that until now? It has never been called that at any time, in any capacity whatsoever? Well, IT IS NOW!

Steyr Scout

Update #52's 10th alpha gave SWBs the ability to use Steyr Scout rifles. They boast high damage, accuracy, and range, offset by their low fire rates and capacities.

Steyr Scout - 7.62x51mm NATO

SVD Dragunov

The SVD Dragunov is one of the available sniper rifles in-game. It was added in Update #18; at the time, it was permanently fitted with a side-mounted rail adaptor bracket, but this was made removable in Update #40, allowing the use of Soviet-type dovetail optics (or, for that matter, open iron sights).

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SVD Dragunov - 7.62x54mmR
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An SVD on a table, next to a Sako 85.
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Loading up the Dragunov.
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Flipping the rifle over...
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...disengaging the safety...
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...and chambering a round.
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Of course, logic dictates that a sniper rifle should have a scope.
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It also dictates that a sniper rifle should have a cheek pad; fortunately, this rifle has both.
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Laying prone and observing the area ahead, which gives a good view of the scope's markings. They read "NIRKON OPTICS" (an obvious play on real-world optics manufacturer Nikon) on the first line, ".223 SCOPE" on the second, and "1x-24x ZOOM" on the third. Fortunately, the fact that the scope is meant for .223 rifles is a non-issue in-game, since scopes in H3 are self-zeroing for convenience's sake.
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Aiming the rifle at a watermelon...
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...and blowing it away.
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Having dealt the enemy of the revolution a copper-jacketed 7.62mm lesson, the Red Sniper reloads, looking for more targets in need of "re-education".
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He then flips the rifle over, revealing the locked-open bolt...
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...and releases it.
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His nonexistent spotter having informed him of a particularly bourgeois-looking melon out at 250 meters, the Red Sniper adjusts his magnification accordingly, adjusting the knob to its highest setting.
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He then takes aim...
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...fires...
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...and lands a hit. Once again, the effects of a properly-modeled ballistics system make themselves clear.
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In the end, the Red Sniper's revolution would ultimately fail, in large part due to him being a raving lunatic who stood on a balcony and fired down into crowds of innocent watermelons because of a delusional fantasy about being a soldier for a communist revolution that didn't even exist, punctuated by his only help being his imaginary spotter friend. His rifle, however, would go on to have its own far more successful revolution, freeing itself from the oppressive shackles of aftermarket rail mounts, scopes graduated for the wrong cartridge, and government-controlled media.
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The SVD is now free to choose its own path in life. It can finally be the 20th-century infantry rifle that it always dreamed of being. Maybe it'll even get to make use of its bayonet lug.
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While the SVD's path from here on out might not be certain, one thing's for sure:
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Snayperskaya Vintovka Dragunova is firmly in control of its own destiny.

Machine Guns

Bren Mk 2

Update #50 brought along a Bren gun, more specifically the Mk2 variant. Due to the fact that bipods were being updated and tuned at the time of Update #50's release, the variant added instead was one with a shortened barrel and no bipod or carrying handle, with the standard variant added later, in the eleventh alpha of Update #52.

Images of the full-length Bren courtesy of Reddit user Shubishu.]

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Bren Mk2 - .303 British
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Admiring the Bren, standing before the pre-rendered beauty of the cornfields of the American West. Note the absence of a carrying handle on the weapon's barrel.
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For those wondering, this is the background of the Breaching Prototype scene. Perhaps a WWII-era light machine gun isn't the best weapon for house-breaching...
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Loading the Bren. 30 tracers, straight into the top.
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Cocking the machine gun; note the bar attached to the back, which slides into a corresponding slot in the stock. This is necessary to cover the charging handle slot, preventing debris from entering and blocking the handle's path.
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The Bren's fire selector is rather interesting; the safety position is in the middle, with "R" ("Repetition", or semi-auto) at the back...
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...and "A" ("Automatic") at the front.
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Aiming the Bren at the cornfield below; note the lack of an adjustment drum, confirming this particular Bren to be a Mk2 model.
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Opening fire.
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Popping open the bipod.
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This allows for the weapon to be used as intended, allowing the Bren to achieve its true potential in terms of accuracy. Sucks to be someone in those trees...
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The curtailed Bren, in all of its glory.
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Loading in a fresh magazine full of .303 rounds.
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Pulling back the Bren's charging handle.
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A look through the Bren's iron sights. While the shortened sight radius and barrel would logically hamper the Bren's renowned accuracy, it does at least bring the front sight closer to the shooter's face, making it a bit easier to see clearly.
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Firing the Bren, showing off its downward ejection system.

Browning M2HB

The 2018 4th of July Update (more formally known as Update #56) added a modified Browning M2HB, known as the "M2 Tombstone". It has a shortened barrel, and is fitted with a pair of top-mounted grips and a bracket for fitting an belt box; the latter serves as its namesake, with the weapon feeding from the 200-round tombstone-shaped ammo cans more normally associated with M2s in AA mounts. The icing on this incredibly absurd cake is the American flag paintjob on the receiver, for that extra patriotic flavor.

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Browning M2HB - .50 BMG
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The modified M2 sits on a table, in eager anticipation of what's to come.
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Admiring the (old) glory of the Tombstone.
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The other side, which shows off the bracket used to seat belt boxes.
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Popping open the feed tray cover...
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...seating the belt...
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...closing the cover...
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...and getting ready to make some music.
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"Oh say can you see..."

Degtyaryov DP-28

Included in the 11th alpha build of Update #52, the Degtyaryov DP-28 comes in both full-length and shortened variants, as with the earlier WW2-era LMGs.

Screenshots of the shortened variant courtesy of Reddit user Shubishu.

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Degtyaryov DP-28 - 7.62x54mmR
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A DP-28 on the item spawner's output table.
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Unfolding the Degtyaryov's bipod.
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Setting the weapon down on a table.
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Loading in one of the weapon's distinctive 47-round pan magazines, which earned it its famous nickname: the "Dinner Plate 28".
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Pulling back the charging handle, in a rather awkward underhanded manner (though this isn't visible here due to the player's persistent Invisible Hand Syndrome).
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Lining up the sights...
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...and obliterating the target with a protracted burst of 7.62x54mmR.
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"You see Ivan, when use Degtyaryov from standing position, the enemy will be of surrender, for fear of your strength."
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The short-barreled DP-28.
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That's all there is to it.
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Well, apart from the magazine, that is.
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Cocking the now-heavier lighter light machine gun.
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Aiming...
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...then abandoning any pretense that this is in some way a sensible weapon, and blazing away indiscriminately at the distant city skyline.
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47 rounds later, the gun's Frisbee-shaped magazine is dry, leaving only one thing to do:

"THIS BITCH EMPTY!"
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"YEET!"

FN M249-E2 SAW

Update #52 brought along the game's first two belt-fed weapons, the first being the FN M249 SAW, specifically the E2 variant.

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FN M249-E2 SAW - 5.56x45mm NATO
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At long last, they're finally here. Praise be to our lord and savior Anton; his ways are mysterious, and his gifts many.
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Admiring the much-awaited M249.
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Attaching a 200-round belt box.
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Popping open the feed tray cover. Upon the update's release, there was a rather amusing bug wherein optics placed on the cover's top rail wouldn't move with it, leaving them floating in mid-air above the bolt; this has since been fixed..
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Pulling the belt out of the box...
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...before pausing for a closer look. This reveals that the belt contains one tracer for every 4 normal FMJ rounds, a common setup among belt-fed machine guns, as it makes it far easier to tell where the gun is firing. This is also pretty much the furthest the belt can be pulled out of the box (and you can't do it unless you attach the box to the gun first), presumably to not drive the CPU mad from trying to calculate the physics on a long, loose belt of ammo.
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Inspection break over, the loading process is resumed, with the belt being placed into the feed tray.
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The feed tray cover is then closed...
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...and the weapon's rather arduous reloading procedure is concluded with a pull of the charging handle.
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Celebrating the conclusion of this process with a burst of 5.56mm rounds.
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Belatedly realizing that he forgot his hearing protection, our now rather shaken-up protagonist affixes a SilencerCo Osprey suppressor onto the M249.
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Laying down some suppressed suppressive fire.
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Yet another one of the weapon's many impressive details; when it is inverted, the belt visibly sags due to gravity. Or rather, it's supposed to look like it's due to gravity; this is actually coded based on the orientation of the weapon itself, because having it rely solely on physics would have disastrous effects on the user's CPU.
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After an innumerable amount of rounds, the M249's belt begins to visibly dwindle.
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It is at this point that the belt box can simply be removed.
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Furthermore, if the feed tray is opened, then the belt can be removed separately, which causes it to compress itself into the small, convenient ball of ammunition seen here, which can be placed into the gun and causing it to transform into a belt again. This idiosyncrasy is once again because of CPU limitations (notice how the belt is never let loose at any point in the simulation), and these mechanics are used on all belt-feds with exposed belts in this game.
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Fed up with a creepy German constantly asking him about a mission report, our protagonist loads a 100-round Surefire quad-stack magazine into the M249's emergency STANAG magazine well.
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Fortunately for him, this proves to be far more useful in-game than in reality; the M249's STANAG well is notoriously unreliable, and attempts to use it frequently result in jamming.
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He then discovers that the bipod seems to be slightly broken...
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...before shrugging and just deciding to roll with it. Note: this was a pre-release bug, and was fixed by the time that Update #52 was released.

Gatling Gun

An 1800s-era Gatling Gun was added to the Wurstworld scene in Update #43, though there were indications of its not-present presence when the mode was first released. Update #56 (the 2018 4th of July Update) added a handheld version (chambered in .45-70), rather affectionately nicknamed "Hand Crank Frank".

Colt Gatling Gun - .45-70 Government. Similar to the one in-game.
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"Hmm... that looks fun."
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Approaching the Gatling, using period-accurate handheld teleportation technology.
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Grabbing a hold of the crank handle...
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...and laying waste to the dastardly bandits terrorizing the town, along with the town itself. This in spite of the lack of any visible source of ammunition being associated with the weapon.

"Hand Crank Frank"

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It isn't clear who actually thought this was a good idea.
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A closeup of "Frank"'s receiver, showing how the rear grip is simply bolted on.
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Loading in a 60-round magazine...
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...before looking at another. Unlike many of the game's other machine guns, these are loaded with nothing but tracers by default, presumably due to the literal impossibility of aiming otherwise.
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Cranking out some destruction.

General Dynamics GAU-17/A

A T2-style handheld General Dynamics GAU-17/A is one of the firearms added in the 2016 Meatmas update, arguably the most fun, and indisputably the most absurd. While logically implausible, it does have one curious "realistic" touch - attempting to fire the weapon one-handed will cause it to spontaneously eject itself from the user's hand and go flying backwards under recoil; this has less to do with realism and more to do with the fact that protracted one-handed fire of a minigun would wreak havoc on the physics engine - not to mention the performance implications of firing two miniguns at once.

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General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
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Airsoft handheld M134 minigun - (fake) 7.62x51mm NATO
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A quick trip to the Sampler Platter intro scene's Dessert Table reveals some very tasty offerings indeed.
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Admiring the GAU-17, with its great-grandfather photobombing in the background.
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Ammunition comes in the form of these belt boxes. These are good for a few seconds of continuous fire; unlike many fictional miniguns, which have drastically lowered fire rates, H3's GAU-17 chews through ammo at a rate of 2,700 RPM (1 round every frame, at a standardized framerate of 90 FPS), which is well within the GAU's ROF range of 2-6,000 RPM.
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For convenience's sake, the tracer-filled belt saves the user the trouble of pushing through the flexible feed chute and just feeds itself through automatically.
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Spinning up the minigun. In retrospect, this might not have been the most purposeful thing to screenshot.
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Descending, unrelenting, beauty of annihilation...
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A decent few seconds of sustained fire will leave the GAU-17's barrels looking like this. This is rather strange, considering how one of the main advantages of a rotary barrel system is that it's far more resistant to overheating; if a gun's barrel looks like this, then the user should be seriously worried. In-game, however, it has no effect on the gun's performance, and is purely for the sake of making the weapon more satisfying to use.

M1918A2 BAR

Update #50 added an M1918A2 Browning Automatic Rifle to H3. For the same reasons as the Bren gun's changes, the BAR included with the update also has a shortened barrel without a carrying handle or bipod. Update #52's 11th alpha build added the full-length version.

Interestingly, the shortened variant is rather reminiscent of Clyde Barrow's cut-down BAR, though that weapon was actually an original M1918, rather than an A2, and had a shortened stock as well as a truncated barrel. The version in H3 is also clearly meant to be an A2, considering the safe-slow-fast selector.

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M1918A2 BAR - .30-06 Springfield
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An M1918A2 BAR, fresh out of the item spawner.
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Inserting a magazine. While it's not visible here, this magazine is full of red-tipped tracer rounds. What is visible here is the fact that the magazine has fingerprints on it; this is rather odd, considering the complete absence of hands in this game.
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Unfolding the bipod...
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...and setting it down on a table.
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Pulling back the charging handle.
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The BAR's iron sights, which are conspicuously target-colored.
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Firing a burst of .30-06.

Shortened

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Clyde Barrow's cut-down M1918 BAR, for comparison - .30-06 Springfield
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Loading a magazine into the cut-down BAR.
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Pulling back the charging handle.
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A good look at the right side of the BAR.
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Pointing the BAR at a distant target...
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...and opening fire.
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Aiming the BAR, a rather futile exercise considering the lack of a front sight.

MG42

The second belt-fed weapon added to H3 in Update #52 is the famous (or infamous, depending on which end of it you're on) MG42.

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MG42 - 7.92x57mm Mauser
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Examining the left side of the MG42...
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...and the right side.
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Affixing a 50-round "assault drum"; as the colloquial name implies, these were meant to be used with the weapon in an offensive role, with emplaced defensive guns instead using 250-round loose belts.
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Opening up the feed tray cover.
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Tugging the belt into position.
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Shutting the feed tray cover.
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And, finally, pulling back the MG42's charging handle.
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Taking pseudo-aim...
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...before very quickly realizing why the MG42 is so often referred to as "Hitler's Buzzsaw".
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Firing the weapon again, this time at a different angle, which shows off the veritable river of spent brass and links that freely pours from the weapon while firing.
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"Then he got an idea. An awful idea. The Grinch got a wonderful, awful idea."

RPK

The RPK is one of the numerous firearms added in the first Meatmas update. At the time, it was actually referred to as a Vepr-3V, the civilian semi-auto version of the RPK, but Update #32 changed it into a military full-auto model. It was then removed in Update #52 for rebuilding, and hasn't been heard from since.

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RPK Light Machine Gun with 40 round magazine - 7.62x39mm
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An RPK and an AK-101 leaning against a wall. What's that old saying? "Birds of a feather flock together?"
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Examining the right side of the uncertain RPK...
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...and the left, which shows off the permanently-affixed rail adaptor.
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Loading a 10-round magazine into the maybe-a-Vepr.
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Reaching forward...
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...and pulling down.
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Setting down the rifle/machine gun for a bit.
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Pulling the charging handle.
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Aiming...
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...and firing a single round. Something about this just doesn't feel right.
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Knocking out one 10-round magazine with another, and...
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"No. That's not who I am. I refuse to let anybody tell me what I can or can't be. I am an RPK, and I am proud!"
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Old LMGs, drum magazines, and modern rails mix rather well, don't you think?
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Especially when those rails are put to good use, such as for the mounting of this PK-23 red dot sight.
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Looking through the PK-23.
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Feeling free, liberated, and sure of itself, the RPK happily blazes away in full-auto.

Launchers

Heckler & Koch M320

Update #52's tenth alpha added a Heckler & Koch M320 to the arsenal, in keeping with that alpha's generally explosive-centric nature.

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Heckler & Koch M320 - 40x46mm
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Examining the M320.
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Popping open the launcher's side-tilting barrel...
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...and loading in a high-explosive round.
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Folding down the leaf sight, to help with... something.
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After all, what better way to take advantage of a game that allows for proper use of a leaf sight than to ignore it completely and act like the weapon has a normal set of sights attached to its barrel?
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Confident in the sound logic of his decisions, the invisible man drops a spent casing out of his M320.

Homemade Flamethrower

Added in Update #60, the "Junkyard Flamethrower" is, as the name implies, a homemade flamethrower composed of various pieces of tubing, wiring, and other miscellaneous bits.

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The "Junkyard Flamethrower" on a table in the Proving Ground scene, along with a tank of fuel and a Molotov cocktail.
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The left side of the improvised flamethrower, showing off the tape-covered "GAS" tank, presumably serving as the flamethrower's pressure reserve; for gameplay's sake, this never needs replacing.
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The other side of the flamethrower.
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Loading the flamer...
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...before pausing to take a look at what was just loaded. The tank is labeled "Dr. Boner's Industrial Strength Nail polish remover", and features a warning to "USE ONLY IN A WELL-VENTILATED AREA"; from this, it can be inferred that the tanks (seemingly propane tanks, of the sort used in portable camp stoves and the like) are filled with concentrated acetone. While this may be second only to The Fury's Flammenwerfer 41 loaded with unsymmetrical dimethylhydrazine and nitrogen tetroxide (i.e. rocket fuel) from Metal Gear Solid 3: Snake Eater in terms of odd flamethrower fuels, it does make some sense: as any bottle of non-industrial nail polish remover will tell you, acetone is highly flammable, and would make a more effective fuel than the gases commonly used in homemade flamethrowers, though its volatility and tendency to evaporate easily would limit its effective range and make it somewhat dangerous - not that an ordinary flamethrower is exactly OSHA-approved, mind you.
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The muzzle of the flamethrower, constructed of a cut-open soda can; judging by the blackening of the end, this flamer's seen some use. Which is simultaneously encouraging and worrying.
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"Aiming" the flamethrower..
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...and "firing" it.
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Overjoyed that the weapon didn't explode upon firing, our fire-fighting friend takes a look at the adjustment lever at the flamethrower's rear.
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The lever adjusts the flamethrower's gas pressure; pulling it back reduces the pressure...
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...creating a wide spray of flames, like so...
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...while pushing it forward increases the pressure...
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...creating a more realistic, less video-gamey narrow stream of fire.
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This narrow stream allows more precise, long-ranged use, perfect for roasting more distant Sosigs. As for the wide mode, its use in close quarters is unparalleledly lethal; when combined with the tendency of in-game flame particles to spread out and slide along solid surfaces, this leads to...
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"It was a pleasure to burn. It was a special pleasure to see things eaten, to see things blackened and changed."

M1A1 "Bazooka"

Update #50 added the M1A1 Bazooka to H3's collection of explosive toys. Unfortunately, the reloading procedure is incorrectly simplified, with the rocket simply being shoved into the rear of the tube, without bothering to attach the wire to the electrical contacts at the rear of the launcher (which served to transfer electricity to, and ignite, the rocket's booster charge and motor).

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M1A1 Rocket Launcher "Bazooka" - 2.36 inch rocket
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The M1A1 in first person. A rather difficult weapon to grab a good screenshot of, considering its sheer size.
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Loading a M6A1 rocket into the rear of the weapon. As mentioned, this is the only thing required for reloading, with no simulation of the attachment of the contact wire.
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Aiming the M1A1. Unlike many games, the weapon's multiple front sight posts are useful here, as the projectile does drop over distance, and the weapon can be manipulated freely, rather than having a single fixed aim-down-sights position.
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Firing the Bazooka produces a suitably impressive cloud of smoke.

M79

The M79 grenade launcher was one of the first weapons added to H3, predating even the name; it, along with a few other weapons, was added to the early prototype stages of the game before it even received a proper name. In the 9th alpha of Update #52, the weapon got a new model and texture set, along with several new ammo types. These include 5 more-or-less normal rounds - an M381 high-explosive round, an M397 airburst round (which bounces off of whatever surface it hits and explodes in mid-air), an M576 buckshot round, an M781 inert practice round, and a CS gas grenade (which was added later, in the same update's 10th alpha) - and 4 more outlandish rounds (all of which have colorschemes and labels more reminiscent of novelty fireworks than of actual military ordnance). These are:

  • The "X214 Steelbreaker", a high-velocity armor-piercing saboted round,
  • The "X477 Cornerfrag", a low-yield fragmentation grenade that airbursts 4 meters from the launcher's muzzle, intended for blindfiring around corners in close quarters (hence the name),
  • The "X666 Baphomet", essentially a 40mm version of the Dragon's Breath round,
  • and the later-released "X1776 Freedom Party", a 40mm flashbang that releases red, white, and blue confetti upon detonation.
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M79 grenade launcher - 40x46mm
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Admiring the M79 under the light of the warehouse's roof windows. Note the trigger guard; for whatever reason, this version of the launcher had a trigger guard that flopped around freely.
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Popping open the launcher. At full size, it can be seen that the for-some-reason-red rounds on the table have holes in the end of them; this shows that they're modeled after Airsoft 40mm rounds, which use these holes to send forth a shower of plastic BBs on impact.
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"I've got an idea. Instead of just throwing grenades at them, how about we send them grenades in another manner?"
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Readying the M79...
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...and blasting away the nefarious Wall-1000.
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The work done, it's time to remove the spent casing, and take a much-needed vacation.
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The brand-new M79, along with its new ammunition. From left to right: the M781 trainer, the M576 buckshot, the M397 airburst, the M381 HE, the X214 Steelbreaker, the X477 Cornerfrag, and the X666 Baphomet.
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A closer look at the shiny new M79, complete with its gorgeous new properly-secured trigger guard.
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Showing off a feature of the M79 that is all but entirely unique to H3: not only does its sight leaf fold up...
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...but its rear sight notch is actually adjustable for distance. This runs contrary to the model seen in most video games, where the protagonist generally just picks a random distance and goes with it. This feature was present on the older version of H3's M79 as well.
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Opening up the breech.
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"Pardon me, sir, but this is an indoor range, so I would really recommend against that."
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"Sir, what are you doing-"
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"SIR!"
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One RSO heart attack later, a spent casing pops itself out of the M79.

Milkor MGL

Along with the M320, Update #52's 10th alpha brought along a Milkor MGL; specifically, an MGL-140.

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Milkor MGL-140 - 40x46mm
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Taking a look at the MGL's left side...
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...and the right.
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Opening up the launcher, showing six chambers' worth of potential. So, so much potential.
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Loading up the MGL with some "X666 Baphomet" rounds. Although, given the color scheme, one wonders if perhaps a better name would've been the "Flavortown" round.
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Closing the MGL with a flick of the wrist, in spite of all sound logic. This is possible because the MGL is actually built off of the same code as the game's revolvers; a more curious side effect of this is the ability to spin the weapon around like a drunk, Scottish ocelot.
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Closing the launcher again, this time with a much more advisable push.
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Celebrating this advancement in weapon knowledge by filling the air with burning magnesium.

Orion Flare Gun

The Orion Flare Gun is available in-game, having been added in Update #15. While it is capable of firing 12 gauge shells in-game, doing so with any sort of high-pressure shell (i.e. anything other than flares, "Cannonball" rounds, Dragon's Breath shells, or "Freedomfetti" shells) will destroy the flare gun, rendering it useless. However, Update #17 added a fictional steel-framed version capable of handling high-pressure loads.

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Orion Flare Gun - 12 gauge
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Behold, the Orion, in something not even remotely resembling its natural habitat.
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A closer view, which shows that the frame is marked "Saiph"; this is a joke, as Saiph is one of the stars that makes up the Orion constellation.
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Opening up the Orion.
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Bad idea in three...
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...two...
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...one...
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...zero.
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Unsurprisingly, a plastic flare gun doesn't hold up well when subjected to over 10,000 PSI (over 68,000 kPa) of internal pressure. Also note the red streaks in the air; these are bullet trails, which can be toggled on and off at will through the options panel. Unusually, the options panel in H3 is actually a physical object.
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The fictitious "HP" (high-pressure) version of the Orion...
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...which fares considerably better when firing high-pressure shells.

RPzB 43/54 "Panzerschreck"

Rounding out Update #50's collection of largely-WWII-centric weaponry is the Panzerschreck. Much like the M1A1 Bazooka, reloading the weapon is a simpler process in-game than it is in reality; whereas in-game the rocket is simply stuffed into the tube and fired, in reality the rocket had to be properly lined up in the tube, and the user had to press down the pin on top of the contact box to allow electricity to be transferred to the rocket, thus allowing its ignition.

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RPzB 43/54 "Panzerschreck" - 88mm rocket
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The perfect gift for that special someone in your life. Assuming that that "special someone" is trying to stop the invasion of Berlin.
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Loading in an 88mm rocket. The object to the top-left of the screen is another rocket, sitting in a quickbelt slot on the player's shoulder.
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Aiming the Panzerschreck; once again, the issues with having software only capture one eye's view come to light.
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Firing the Panzerschreck at a distant foe, creating a large plume of smoke in the process.

RPG-7

The 2016 Meatmas Update added 3 gifts on its 25th and final day, one of these being the game's first rocket launcher, the RPG-7.

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RPG-7 - 40mm
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An RPG-7 and a crate full of rockets, found at the Sampler Platter's Dessert Table. It's a hard thing to find, too - you have to show up early, or else it'll all be taken by the 12:30 lunch rush.
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"Yes, I get that it's not loaded, but that doesn't mean that this isn't the single stupidest thing you have ever done."
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Taking a closer look at the RPG-7, with it (thankfully) pointed in a far, far safer direction.
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Loading in a PG-7V rocket.
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Following this is a step that a great many games tend to forget: cocking the hammer. The RPG-7 uses a revolver-style spur hammer (albeit one that strikes directly upwards) to set off its rockets; since the trigger mechanism is single-action-only, the hammer must be cocked before every shot.
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"Aiming" the RPG. Well, at least there was an attempt.
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Firing the launcher...
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...and watching the rocket hit its mark. While it can't be shown here (for obvious reasons), one thing to note is the inclusion of a sound delay system for distant explosions - even at the back of this relatively small range, there is still a noticeable delay between seeing the round go off and hearing it, meant to simulate the difference between the speeds of light and sound. This feature, along with a great many others (including the Sampler Platter itself), was introduced in Update #52.
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Amusingly, due to the way that H3 defines loading (i.e. if a round intersects a certain trigger area, it is automatically loaded), simply slamming a rocket into the side of the RPG-7's main tube...
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...produces a loaded rocket launcher, presumably either meaning that the rockets are capable of teleportation, or that osmosis can be performed with far larger particles than scientists previously thought. IMFDB does not encourage the practice of slamming live rockets into things; doing so outside of a video game is highly unlikely to end well.
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"Aiming" once again, this time at the cluster of shipping crates and explosive barrels that makes up the bulk of the Dessert Table's target content.
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This has predictable results.

Sturmpistole

The final grenade launcher added in the 10th alpha of Update #52 is the Sturmpistole, a WW2-era German experiment in converting the Leuchtpistole flare gun into a grenade launcher.

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Sturmpistole - 26.65mm / 23mm
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The Sturmpistole in all of its confounding glory.
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A closeup of the muzzle, which shows off the rifled bore insert.
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Loading a Panzerwurfkörper 42 LP grenade round into the aforementioned muzzle.
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Cocking back the hammer, while trying as hard as possible to ignore how utterly ridiculous this device looks.
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Leveling the Sturmpistole at the indoor range's back wall...
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...and sending the grenade on its (rather leisurely) way.

Non-Usable/NPC Weapons

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A Weinerbot ambles into an objective room...
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...and is promptly greeted with an axe to the face. If you can really call the featureless front of a Weinerbot's head a "face".
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With the release of Update #59's second alpha build, the bots' Glock was made into a new type of object - a so-called "Sosigun" (so named because the new enemy that wields them is known as the "Sosig").
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Their simplistic (yet somewhat surprisingly detailed) model reflects the simplistic nature of their use - the only thing that the player can do with one of these is to fire it until it runs dry, with actions like slide-racking and reloading being entirely impossible. This is largely in the interest of performance; were enemies to wield fully-detailed weapons with full sets of interactions, the user's computer would very quickly begin to smell of smoke.
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Still, in spite of this, there is at least one detail worth noting:
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Despite, again, being extremely simplistic models with only one possible point of interaction, these weapons still have reciprocating slides.
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Furthermore, the enemies' weapons' newfound physicality gives the player the ability to rip a Sosig's weapon right out of its nonexistent hands...
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...and either throw it clear across the room...
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...or simply shoot the Sosig in the "face" with it.
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A paranoid Sosig firing its Glock at another's corpse. This was caused by a bug in Update #59's early alpha builds; spawning the Sosigs, enabling wander/fight behavior, and setting them to different IFFs with dead Sosigs already present would cause the live Sosigs to identify the dead ones as threats.
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Drawing a bead on an enemy Sosig with the Glock's surprisingly workable sights.
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Following the eighth alpha build of Update #59, the Sosiguns were updated with new models and textures, generally making them look less like untextured raw models from early-mid 2000s third-person shooter games, and more like toys made of rubberized plastic, so as to better fit the aesthetic of the Sosigs themselves. This particular Glock is fitted with an equally-cartoonish suppressor, which does far more to muffle the gun's report than its size and muzzle flash would lead one to believe.
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A Sosig carrying an MP5SD1. Unlike many of their other weapons, the MP5 seemingly lacks a trigger guard.
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An MP5SD1 on the ground...
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...and another one hovering ominously next to a Sosig.
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The enemy firing its MP5SD1; in spite of the suppressor, it still produces a full-sized muzzle flash.
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Returning fire at another Sosig with the now-captured MP5SD1. Note the ejection port; this contains a bolt that visibly reciprocates when the weapon is fired. Also note the object at the weapon's front end, which appears to be either a somewhat stretched-out front sight hood without an actual sight, or possibly (though less likelily) a Truglo-esque red-dot sight.
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The updated MP5SD1, complete with ribbed handguard, non-solid front sight protector, and trigger guard.
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The Pacification Squad Sosigs, added in Update #62 (AKA Module 2 of the Return of the Rotweiners gamemode) use suppressed weapons (both MP5SD1s and suppressed versions of other weapons) fitted with visible laser sights, as seen in this rather awkward bit of CQC. The lasers would seem to run contrary to the purpose of the suppressors (although it could be argued that the Zosigs would be more attracted to gunshots than to red laser beams); this is simply in the name of balance, as being caught off-guard by a Pacification Squad patrol would likely mean near-instant death.
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The lasers seem to be activated by pressure switches (seeing as they're only active when being held), but yet neither pressure switches nor the actual lasers are visible on any of the weapons themselves; this MP5SD's laser apparently sees fit to instead just appear from the bottom of the handguard.
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An Uzi-wielding bot belatedly realizes that he picked the wrong house.
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Getting a fair bit closer to an Uzi-wielding bot than is strictly advisable reveals the rather surprising level of detail it features: it has a charging handle, an ejection port, and even a modeled rear sight aperture, despite the fact that, as mentioned, nobody is meant to be getting this close to a bot for long enough to actually notice this. Meanwhile, one of the bot's incredibly bright tracers provides this shot with a bit more flair.
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Wounded and dazed, a Sosig drops its Uzi on the floor.
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Stealing the Uzi, and putting the poor thing out of its misery. The abnormally bright flash of light seen here is caused by the impact of an API (armor-piercing incendiary) round; this effect is part of the rebuild of tracers (and ballistics in general) that occurred in Update #59.
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Another part of this rebuild is the migration of enemy weapons over to the new tracer system, as demonstrated by this unwilling test subject. Note that, as with their MAC-11s, enemies' Uzis strangely fire from a closed bolt with a reciprocating charging handle; it's even stranger here than it is on the MAC, however, as the Uzi's charging handle doesn't reciprocate (a fact which, as the Micro Uzi above demonstrates, the developers were aware of).
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The updated Uzi; gone are the flat, matte-gray surfaces, along with the sights. And, while it's not visible here, the reciprocation of the charging handle.
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A hapless MAC-wielding Weinerbot ambles into an objective in Take & Hold mode, clearly unaware of what awaits.
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Another bot prepares to meet an equally unfortunate end. It isn't entirely clear what the bot was hoping to accomplish with an uncocked, triggerless weapon.
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A Sosig with a menagerie of weapons, a MAC-11 among them.
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Grabbing the Sosig's MAC...
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...and firing it at nothing in particular. Unlike its normal counterpart, the MAC-11 used by bots is shown as closed-bolt, for whatever reason.
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A pair of bot-used MAC-11s.
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Shredding a Sosig with the submachine guns' absurd rate of fire.
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Of all the Sosiguns, the MAC-11 was easily the least changed (receiving little more than an update to its textures), probably in large part because it already looked like a flat-sided box to begin with.
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A Weinerbot in a rather awkward standoff with the player. Note that its 870's pump handle is pulled to the rear; Weinerbots' weapons actually have moving parts. It's almost like you're actually supposed to get close to them or something...
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Examining the left side of the enemies' low-poly 870 (in "Sosigun" form)...
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...and the right side of a different one.
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Firing the cut-off 870.
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What follows is a pumping sequence that would seem a lot more normal were it not for the fact that this weapon is only being held with one hand; presumably in order to keep its behaviors simple enough to maintain the Sosiguns' low performance costs, the pump simply cycles itself automatically upon firing.
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*record scratch*
*freeze frame*
"Yup, that's me. You're probably wondering how I wound up in this situation."
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The updated, rubberized 870 Sosigun. Not much has changed, apart from the addition of a couple of pins and some very widely-spaced pump handle serrations.
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Reaching for a Sosig's AKM...
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...snatching it...
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...and unloading it into its former owner, sending out a shower of mustard and meat chunks in the process.
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Examining the stubby AKM. Note that it uses early-pattern "slab-side" magazines, presumably in order to maintain a low poly-count.
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A group of Sosigs investigating the source of a gunshot (said source being the person taking the picture), the one in the middle giving a good view of the right side of its AKM; note the charging handle and the corresponding slot in the receiver.
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"Aiming" the low-poly rifle; the fact that both the front and rear sights are large, solid blocks doesn't exactly help in this regard.
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The updated model of the Sosigs' AKM. Not a whole lot has changed here, but the weapon notably does have Bakelite-styled magazines instead of the prior slab-sides, along with an AK-74-esque stock divot.
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A now-headless bot dropping to the floor, somehow still keeping a grip on its Model 607; this is made doubly strange by the fact that they don't even have hands to grip their guns with in the first place (a fact which, according to one of their voice lines, they are actually aware of).
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Another bot "meating" a similar end. Fun fact: you can't tell for sure if this gun is facing towards or away from the camera. And now you can never unsee that.
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To help take your mind off of your newfound hatred of me, here's a picture of a camouflaged Sosig with a 607 slung over its... well, you can't call it a shoulder, because they don't have arms, so... y'know what, let's just say that the Sosig's carrying it. That seems like a solid plan.
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Grabbing the Sosig's 607...
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...before wasting all of its ammo on the floor.
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Examining the now-empty rifle.
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A far more heavily-armored Sosig helpfully showing off the other side of its rifle. While it's presumably just a result of the rifle's deliberately low-poly modeling (especially since it's indexed in the spawning menu as "M16"), the shortened stock, exposed-barrel-to-handguard ratio, and slickside upper receiver (complete with modeled ejection port) help further peg it as a Model 607.
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Blasting away an enemy, with the rebuilt tracer effects creating a spectacular lightshow; note that the 607 lacks a rear sight.
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The updated model of the 607 brings with it the rather curious choice of a handguard with grasping serrations rather like those of an M16A2; it also has space in the lower receiver for a magazine release, but not the actual magazine release itself.
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A dropped 607 fitted with a suppressor, as used by some of the Pacification Squad enemies.
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The laser on this particular firearm seems to spontaneously emanate from either the front sight the gas block.
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A bot with a rather comically proportioned Scout wanders into a Hold Point, and begins to wonder if this is really the best weapon for close-quarters combat against a lunatic with a sawn-off Sten and a SPAS-12 loaded with high-explosive shells.
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A enemy's Scout on the ground.
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Picking it up, just in time to meet an enemy Sosig whose enthusiasm greatly outstrips its preparedness. Lifespan measured in seconds.
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Aiming at another helpless enemy; note that, unlike the Scouts used by the Weinerbots, the Sosigs' Scouts lack scopes, likely to avoid having to program such a complex function into a weapon meant to be simple and cheap (from a performance standpoint, that is).
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Putting the downed Sosig out of its misery reveals something else of note: much like their sawn-off Remington 870s, the Sosigs' Scouts have self-cycling bolts; again, this is meant to keep the weapons as simple as possible.
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Charging a Scout-wielding Sosig, its complete and utter failure to aim showing off how their rifles are also self-cycling. Which makes sense, when you think about it - they are, after all, the same guns, regardless of who's using them.
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The Sosig's failure to aim also has other effects, namely on the distance between its head and the rest of its body.
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The updated Scout model; following the Law of Conservation of Trigger Guards, adding a trigger guard to the MP5SD1 required removing one from the Scout. Presumably.

Unkown AR-15 Carbine

The wooden hot dog soldier targets (yes, you read that right) seen in certain scenes are drawn with somewhat generic, hard-to-identify AR-15-pattern carbines. The item spawner's tutorial/example image for closed-bolt, magazine-fed firearms also features a simplistic-looking AR to illustrate the various controls involved in any such weapon's operation.

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Colt Model 723 - 5.56x45mm NATO. Similar to the rifles in-game.
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"Well, this is awkward..."
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Fortunately, the Operator's special training allows him to neutralize all 3 targets in mere seconds, narrowly escaping the threat of unwanted social interaction.
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The item spawner's carbine, seen here as a rather strange demonstration of how to use a Skorpion.

Grenades

"Cyber Grenade"

Added concurrently with the stylized M67 below (i.e. before H3VR was H3VR), the "Cyber Grenade" (or more properly, the "Hedron Munitions Variable Fuse Timing Grenade") is based loosely on the MK3 offensive hand grenade - more precisely, it is based on the MK3-based "M82" grenade from Half-Life 2. As the name implies, its fuse is adjustable, with options for 2-, 3-, 5-, 8-, and 12-second fuses, each including appropriate gradually-quickening-and-pitch-sharpening booming of a speaker and blinking of a red LED.

MK3A2 offensive hand grenade
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An officially-released render of the Cyber Grenade from various different angles, showing off some of the markings; apparently, its proper numerical designation is "M340-A1".
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A trio of M340s on a table, along with some other explosive toys. Why yes, this is an early testing build. Why do you ask?
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"This fuse is too short."
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"This fuse is too long."
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"This fuse is juuuust right."
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Satifsfied, "Alphi-Locks" pulls the pin on her Cyber Grenade...
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...lets off the lever...
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...and throws the cooked grenade at a stack of boxes.
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That having proven ineffective, she instead tries throwing one without cooking it first, letting the lever simply fly off on its own.
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"BAM! HAHA, take THAT, boxes!

Man, the homeowners are NOT gonna be happy about this...
"

M18 Smoke Grenade

Update #52's 10th alpha added the M18 smoke grenade to the game. There are two types available - a normal red one, and a (sadly) fictitious red, white, and blue one.

M18 smoke grenade (red)
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Inspecting an M18, whilst wondering whether or not the indoor range has smoke alarms.
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"Well, only one way to find out..."
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Pitching the M18 downrange.
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Thanking the Broken God MEKHANE that no alarms went off, the invisible cultist takes a closer look at the developing smoke cloud. Note that the cloud is just a bunch of opaque red spheres; the reasoning behind this stylistic approach is twofold: it helps ease the impact that these grenades have on a user's computer (especially when one considers that these grenades can be spawnlocked and thrown in limitless quantities hither, mither, and yonder), and it allows for more dynamic effects - the smoke in this game responds to the presence of objects and level geometry, expands and moves with respect to other smoke-spheres, and can be pushed around by explosions; they also release smoke gradually, rather than all at once as in most games, which allows the player to run around with a lit smoke grenade in each hand, leaving a trail of smoke behind them.
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'Murica.
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The patriotic smoke grenade's 3-color cloud.

M67 Hand Grenade

The M67 hand grenade is available in-game (being added in the game's earliest stages of development, prior to the game even having a name), referred to therein as the "M219 Greaseweasel Fragmentation Grenade". The Meatmas update added a special red-painted variant known as the "M25 Jingler"; this acts much the same as the standard version, but produces sounds of jingling bells when it detonates.

M67 fragmentation grenade
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And no, we weren't lying about the name. Note the rather M26-like mid-body seam, contrasting with the grenade's M67-like shape. Well, it is a fictional model, after all...
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Pulling the pin out of an M67, in a far more polished-looking environment.
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Idly tossing the grenade over a ledge.
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Alternatively, should one desire, they can release the grenade's spoon without letting it go to burn the fuze down before throwing, a process known as "cooking". This is generally frowned upon in reality, for obvious reasons.
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Throwing the cooked grenade...
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...before commencing the also frowned-upon act of watching it go off from about 10 meters away.

M84 Stun Grenade

The final item added to the game in the 10th alpha of Update #52 is the M84 stun grenade. Of note is that H3 correctly shows the M84's dual pins, something which very few pieces of media demonstrate.

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M84 stun grenade
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The M84 in-game.
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Pulling out the first pin...
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..and the second one.
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Tossing the M84 through a doorway that looks conspicuously like a range booth.
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The M84 detonating. H3 is noteworthy in that its flashbangs don't use the standard video game system for flashbangs wherein the explosion whites out the player's screen and fills their speakers with a tinnitus-like ringing; this is because, when using a VR headset, the M84's effects are significant enough to cause such an effect on players anyway. But of course, don't just take it from me...
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Top 10 Haunting Photos Taken Moments Before Disaster

Mk. 2 Hand Grenade

The first of three WW2-era grenades added in the 11th alpha build of Update #52 is the Mk 2 hand grenade.

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Mk. 2 hand grenade
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While reaching for his grenade, our GI friend notices something... off about the pin.
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Fortunately, as he discovers, the laws of physics are still enforced outside of quick-belt slots.
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Pulling out the pin...
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...releasing the spoon...
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...and sending the entire indoor range on the Pineapple Express.
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Boom.

Model 24 Stielhandgranate

The second of these WWII-centric grenades is the Model 24 Stielhandgranate.

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Model 24 Stielhandgranate
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Having immediately taken up the stranger on his offer of $50 for "some old pepper shaker I found in my grandpa's closet", the collector holds his prize.
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A closeup of the grenade's head, which shows off the markings.
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While it can be used as a melee weapon in-game, our collector is fortunately far too sober and depth-perceiving and not nearly Scottish enough for it to do that.
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Removing the safety cap...
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...before somewhat overzealously yanking the entire string out of the grenade.
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Tomahawking the grenade across the room.
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The M24's blast. Spicy pepper indeed.

No. 69 High-Explosive Grenade

The third and final of these grenades is the No. 69 High-Explosive Grenade, a British WW2-era "offensive"-type hand grenade with an impact-based fuze.

No. 69 High-Explosive Grenade
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Inspecting a fresh plastic grenade. Note the line of red "X" marks; this doesn't indicate that it's filled with high-proof moonshine, but rather that it's filled with Amatol. While we can't recommend that you consume either, if you have to pick one, go with the Amatol. It tastes better.
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Removing the cap, which serves as the No. 69's safety system.
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Tossing the grenade down-range...
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...and ending this page properly - that is, with a bang.